Hanging Out, Messing Around, and Geeking Out
The John D. and Catherine T. MacArthur Foundation Series on Digital
Media and Learning
Engineering Play: A Cultural History of Children’s Software by Mizuko Ito
Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New
Media by Mizuko Ito, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody,
Becky Herr-Stephenson, Heather A. Horst, Patricia G. Lange, Dilan Mahendran,
Katynka Z. Martínez, C. J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims, Lisa
Tripp, with contributions by Judd Antin, Megan Finn, Arthur Law, Annie Manion,
Sarai Mitnick, David Schlossberg, and Sarita Yardi
Inaugural Series Volumes
These edited volumes were created through an interactive community review
process and published online and in print in December 2007. They are the precursors to the peer-reviewed monographs in the series.
Civic Life Online: Learning How Digital Media Can Engage Youth, edited by W. Lance
Bennett
Digital Media, Youth, and Credibility, edited by Miriam J. Metzger and Andrew
J. Flanagin
Digital Youth, Innovation, and the Unexpected, edited by Tara McPherson
The Ecology of Games: Connecting Youth, Games, and Learning, edited by Katie Salen
Learning Race and Ethnicity: Youth and Digital Media, edited by Anna Everett
Youth, Identity, and Digital Media, edited by David Buckingham
HANGING OUT, MESSING AROUND, AND GEEKING OUT
Kids Living and Learning with New Media
Mizuko Ito
Sonja Baumer
Matteo Bittanti
danah boyd
Rachel Cody
Becky Herr-Stephenson
Heather A. Horst
Patricia G. Lange
Dilan Mahendran
Katynka Z. Martínez
C. J. Pascoe
Dan Perkel
Laura Robinson
Christo Sims
Lisa Tripp
with contributions by
Judd Antin, Megan Finn, Arthur Law, Annie Manion,
Sarai Mitnick, David Schlossberg, and Sarita Yardi
The MIT Press
Cambridge, Massachusetts
London, England
© 2010 Massachusetts Institute of Technology
All rights reserved. No part of this book may be reproduced in any form by any
electronic or mechanical means (including photocopying, recording, or information
storage and retrieval) without permission in writing from the publisher.
For information about special quantity discounts, please e-mail special_sales@
mitpress.mit.edu.
This book was set in Stone Sans and Stone Serif by SNP Best-set Typesetter Ltd.,
Hong Kong.
Printed and bound in the United States of America.
Library of Congress Cataloging-in-Publication Data
Ito, Mizuko.
Hanging out, messing around, and geeking out : kids living and learning
with new media / Mizuko Ito.
p. cm. — The John D. and Catherine T. MacArthur Foundation Series in Digital
Media and Learning
Includes bibliographical references and index.
ISBN 978-0-262-01336-9 (hardcover : alk. paper)
1. Mass media and youth—United States. 2. Digital media—Social aspects–
United States. 3. Technology and youth—United States. 4. Learning—Social aspects.
I. Title.
HQ799.2.M352I87 2010
302.23'108350973—dc22
2009009932
10 9 8 7 6 5 4 3 2 1
To the memory and ongoing legacy of Peter Lyman.
His vision, passion, and leadership have guided this project
and animated its spirit of interdisciplinary, collaborative work.
Contents
Series Foreword
xi
Acknowledgments
xiii
Notes on the Text
xvii
INTRODUCTION
1
1
MEDIA ECOLOGIES
29
Lead Authors: Heather A. Horst, Becky Herr-Stephenson, and
Laura Robinson
Box 1.1
Media Ecologies: Quantitative Perspectives
32
Christo Sims
Box 1.2
Michelle
42
Lisa Tripp
Box 1.3
“You Have Another World to Create”: Teens and Online
Hangouts
50
C. J. Pascoe
Box 1.4
The Techne-Mentor
59
Megan Finn
Box 1.5
zalas, a Digital-Information Virtuoso
67
Mizuko Ito
2
FRIENDSHIP
79
Lead Author: danah boyd
Box 2.1
Sharing Snapshots of Teen Friendship and Love
Katynka Z. Martínez
85
viii
Contents
Box 2.2
From MySpace to Facebook: Coming of Age in Networked
Public Culture
92
Heather A. Horst
3
INTIMACY
117
Lead Author: C. J. Pascoe
Box 3.1
The Public Nature of Mediated Breakups
133
danah boyd
Box 3.2
Bob Anderson’s Story: “It Was Kind of a Weird Cyber
Growing-Up Thing”
142
Christo Sims
4
FAMILIES
149
Lead Author: Heather A. Horst
Box 4.1
The Garcia Family: A Portrait of Urban Los Angeles
158
Katynka Z. Martínez
Box 4.2
The Miller Family: A Portrait of a Silicon Valley Family
168
Heather A. Horst
Box 4.3
The Milvert Family: A Portrait of Rural California
186
Christo Sims
5
GAMING
195
Lead Authors: Mizuko Ito and Matteo Bittanti
Box 5.1
Neopets: Same Game, Different Meanings
204
Laura Robinson and Heather A. Horst
Box 5.2
First-Person Play: Subjectivity, Gamer Code, and Doom
Matteo Bittanti
Box 5.3
Learning and Collaborating in Final Fantasy XI
Rachel Cody
Box 5.4
Machinima: From Learners to Producers
Matteo Bittanti
6
CREATIVE PRODUCTION
243
Lead Authors: Patricia G. Lange and Mizuko Ito
224
216
210
Contents
Box 6.1
ix
“MySpace Is Universal”: Creative Production in a Trajectory of
Participation
257
Dan Perkel
Box 6.2
All in the Family
263
Patricia G. Lange
Box 6.3
Making Music Together
270
Dilan Mahendran
Box 6.4
**Spoiler Alert**: Harry Potter Podcasting as Collaborative
Production
285
Becky Herr-Stephenson
7
WORK
295
Lead Author: Mizuko Ito
Box 7.1
“I’m Just a Nerd. It’s Not Like I’m a Rock Star or
Anything”
311
Mizuko Ito
Box 7.2
Technological Prospecting in Rural Landscapes
316
Christo Sims
Box 7.3
Being More Than “Just a Banker”: DIY Youth Culture and DIY
Capitalism in a High-School Computer Club
320
Katynka Z. Martínez
Box 7.4
Final Fantasy XI: Trouncing Tiamat
326
Rachel Cody
Box 7.5
Eddie: Neopets, Neocapital, and Making a Virtual Buck
Laura Robinson
CONCLUSION
339
Appendix I: Project Overview
355
Appendix II: Project Descriptions
Appendix III: Project Index
Bibliography
Index
399
373
371
361
331
Series Foreword
In recent years, digital media and networks have become embedded in our
everyday lives and are part of broad-based changes to how we engage in
knowledge production, communication, and creative expression. Unlike
the early years in the development of computers and computer-based
media, digital media are now commonplace and pervasive, having been
taken up by a wide range of individuals and institutions in all walks of life.
Digital media have escaped the boundaries of professional and formal
practice, and the academic, governmental, and industry homes that initially fostered their development. Now they have been taken up by diverse
populations and noninstitutionalized practices, including the peer activities of youth. Although specific forms of technology uptake are highly
diverse, a generation is growing up in an era where digital media are part
of the taken-for-granted social and cultural fabric of learning, play, and
social communication.
This book series is founded upon the working hypothesis that those
immersed in new digital tools and networks are engaged in an unprecedented exploration of language, games, social interaction, problem solving,
and self-directed activity that leads to diverse forms of learning. These
diverse forms of learning are reflected in expressions of identity, how individuals express independence and creativity, and in their ability to learn,
exercise judgment, and think systematically.
The defining frame for this series is not a particular theoretical or disciplinary approach, nor is it a fixed set of topics. Rather, the series revolves
around a constellation of topics investigated from multiple disciplinary
and practical frames. The series as a whole looks at the relation between
youth, learning, and digital media, but each might deal with only a subset
xii
Series Foreword
of this constellation. Erecting strict topical boundaries can exclude some
of the most important work in the field. For example, restricting the
content of the series only to people of a certain age means artificially reifying an age boundary when the phenomenon demands otherwise. This
becomes particularly problematic with new forms of online participation
where one important outcome is the mixing of participants of different
ages. The same goes for digital media, which are increasingly inseparable
from analog and earlier media forms.
The series responds to certain changes in our media ecology that have
important implications for learning. Specifically, these are new forms of
media literacy and changes in the modes of media participation. Digital
media are part of a convergence between interactive media (most notably
gaming), online networks, and existing media forms. Navigating this
media ecology involves a palette of literacies that are being defined through
practice but require more scholarly scrutiny before they can be fully incorporated pervasively into educational initiatives. Media literacy involves
not only ways of understanding, interpreting, and critiquing media, but
also the means for creative and social expression, online search and navigation, and a host of new technical skills. The potential gap in literacies and
participation skills creates new challenges for educators who struggle to
bridge media engagement inside and outside the classroom.
The John D. and Catherine T. MacArthur Foundation Series on Digital
Media and Learning, published by the MIT Press, aims to close these gaps
and provide innovative ways of thinking about and using new forms of
knowledge production, communication, and creative expression.
Acknowledgments
The research for and writing of this book was a collective effort that
involved a wide network of individuals and institutions beyond those
named as authors and contributors. The late Peter Lyman was a principal
investigator on the project on which this book reports, and he defined the
vision and direction for this project as well as forming the team that started
it off. Michael Carter provided leadership as a principal investigator and
as the heart and soul of the project, and he held the team together through
many challenges. We are also grateful to Barrie Thorne, who stepped in as
principal investigator, offering guidance and support including crucial
input on our writing and analysis.
The project was funded by the John D. and Catherine T. MacArthur
Foundation as part of the digital media and learning initiative. We would
particularly like to thank our program officer and director of education at
the foundation, Constance M. Yowell, and vice president of human and
community development, Julia M. Stasch.
This was a multi-institutional project that was guided by the administrative and research staff at multiple research centers. At the University
of California, Berkeley, the project was housed at the Institute for the
Study of Social Change and benefited from the technical support of UC
Berkeley’s School of Information. At Berkeley, we would like to thank
Shalia McDonald, Janice Tanigawa, Diane Harley, Kathleen Kuhlmann, and
Evelyn Wong for their help in administering and managing the project. At
the University of Southern California, the project was housed at the
Annenberg Center for Communication and the Institute for Multimedia
Literacy at the School of Cinematic Arts. We are grateful to Mariko
Oda, Josie Acosta, Steve Adcook, Chris Badua, Willy Paredes, and Chris
Wittenberg for guidance with and support for the project at USC.
xiv
Acknowledgments
In addition to the authors and contributors to this report, we had
many research assistants and collaborators who enriched this project
along the way. Max Besbris, Brendan Callum, Allison Dusine, Sam Jackson,
Lou-Anthony Limon, Renee Saito, Judy Suwatanapongched, and Tammy
Zhu were research assistants as well as vital informants and experts in all
things digital and youth. We also benefited from working with our collaborators on this project, Natalie Boero, Carrie Burgener, Juan Devis, Scott
Carter, Paul Poling, Nick Reid, Rachel Strickland, and Jennifer Urban. The
Berkman Center for Internet and Society at Harvard University, the Pew
Internet & American Life Project, the LAUSD Arts Education Branch, and
the Wallis Annenberg Initiative also were institutional collaborators in this
research. Karen Bleske, in addition to careful copyediting of the entire
book, provided invaluable help in integrating the many different voices
and styles of the contributors. Eric Olive was our web guru who helped get
our work out to the online universe. At the MIT Press, the book was in the
capable editorial hands of Doug Sery, Katie Helke, and Mel Goldsipe.
Our work has benefited from the wise counsel of many colleagues, more
numerous than we can fully name here. We would like to acknowledge
those who participated in the occasions that we organized to get formal
feedback on our work in progress. An early draft of this book was reviewed
by John Seely Brown, Paul Duguid, Jabari Mahiri, Daniel Miller, Katie Salen,
Ellen Seiter, and Barry Wellman. Their comments resulted in considerable
changes to this document that have both sharpened the arguments
and made it more intelligible to diverse audiences. As we were conducting
our research, we arranged for periodic meetings and conversations so we
could be in dialogue with scholars we knew would inform our work. In
addition to those who reviewed this book, we would like to thank those
who participated and generously shared their insights and perspectives:
Sasha Barab, Brigid Barron, Suzy Beemer, Linda Burch, Lynn Schofield
Clark, Michael Cole, Brinda Dalal, Dale Dougherty, Penelope Eckert,
Nicole Ellison, James Paul Gee, David Goldberg, Shelley Goldman, Joyce
Hakansson, Eszter Hargittai, Glynda Hull, Lynn Jamieson, Henry Jenkins,
Joseph Kahne, Amanda Lenhart, Jane McGonigal, Ellen Middaugh, Kenny
Miller, Alesia Montgomery, Kimiko Nishimura, John Palfrey, Nichole
Pinkard, Alice Robison, Ryan Shaw, Lissa Soep, Reed Stevens, Deborah
Stipek, Benjamin Stokes, Pierre Tchetgen, Doug Thomas, Avril Thorne, and
Margaret Weigel.
Acknowledgments
xv
Finally, we would like to thank the many individuals, families, organizations, and online communities that welcomed us into their midst and
educated us about their lives with new media. Although we cannot name
all the individuals who participated in our study, we would like to express
our gratitude to those whom we can name who facilitated our access to
various sites and who acted as key “local” experts: Vicki O’Day for introducing Heather to Silicon Valley families; Tim Park, Carlo Pichay, and
zalas for being Mizuko’s senpai in the anime fandom; Enki, Wurlpin,
and all of KirinTheDestroyers for taking Rachel under their wing; Tom
Anderson, who helped danah get access to MySpace; the people of
YouTubia who spoke with Patricia and shared their videos; and all the
youth media, middle-school, and high-school educators who opened their
doors to us.
Notes on the Text
This book is a synthesis of three years of collaborative, ethnographic work conducted through a project funded by the John D. and
Catherine T. MacArthur Foundation: Kids’ Informal Learning with Digital
Media.
Early in the planning of this book, we made a decision not to structure
it as a traditional edited volume, nor as a book singly written by a principal
project investigator. Instead, this book was written in a highly distributed
collaborative process that aimed to integrate both the ethnographic
material and the analytic insights of all the project’s researchers involved
at the time of its writing. We thought this approach was most in line
with the spirit of collaborative, interdisciplinary inquiry that has guided
our project from its inception. Each chapter has one or more lead authors
who took responsibility for the writing, but every chapter incorporates
material and input from a wide range of coauthors and the case studies
that they represent. In line with this stance, we use a collective voice
to describe this work, even in chapters with only one lead author. We
did not always reach complete consensus on all aspects of this book, but
there was agreement among the coauthors that we would take collective
ownership.
Although Mizuko Ito took the lead in the writing of this book, the three
other principal investigators, Peter Lyman, Michael Carter, and Barrie
Thorne, provided indispensable leadership and support for this project. In
addition, we have integrated ethnographic material from former project
members, who are named as contributors to this book. The full range of
people who have contributed to this three-year project and this book are
mentioned in the acknowledgments.
xviii
Notes on the Text
The case studies and approaches that the coauthors brought to the
writing have been diverse, but we have agreed on certain representational
conventions to provide some consistency in our writing:
䊏
Unlike in more traditional forms of ethnography, the descriptions in this
book draw from a wide range of case studies conducted by a large team of
ethnographers. When a research participant is quoted or identified, we
indicate which case study the material comes from and the name of the
fieldworker who conducted the interview or the observation. We use short
identifiers (e.g., Horst, Silicon Valley Families) for the studies to avoid
cluttering the text. A table of short titles, full study titles, and study
researchers is included in Appendix III.
䊏
Full descriptions of the framework for the projects are described in the
appendices. More detailed descriptions of the twenty-three individual
research studies conducted by members of the Digital Youth Project
between the years of 2005 and 2008 are provided online at http://
digitalyouth.ischool.berkeley.edu/projects.
䊏
The various case studies were conducted using different data-collection
methodologies, and we have varying degrees of access to contextual
information about our participants. In every case, if we know the information, then we have indicated age, gender, and what each participant
self-identified as his or her racial or ethnic identity. If this information is
not indicated, then it means that we did not know the information for
this participant due to the constraints of the particular case study. For
example, in many of the studies that focus on online interest groups,
interviews were conducted over the phone or through online chat. In most
cases, we derived this information from self-reports in background
questionnaires we administered in advance of most of our formal interviews.
Although we do not see race as a key analytic category in our work, there
are times when we think it is relevant to our description, and we thought
that if racial or ethnic identity were to be mentioned for some number of
participants, then we needed to be symmetrical in our treatment and
indicate racial identity for all respondents for whom we did have this
information.
䊏
We have used pseudonyms in most cases when referring to our research
participants. In many, but not all, cases our participants chose these
pseudonyms. In the case of some media producers, these names correspond
Notes on the Text
xix
with their creator identities or screen names in their respective interest
groups, an approach that we think honors the reputations and investments
of time that many of our participants work very hard to develop. When
participants specifically requested it, we have used their screen names or
their real-life names. When real names or screen names are used, we
indicate this by a footnote in the text.
INTRODUCTION
Digital media and online communication have become a pervasive part of
the everyday lives of youth in the United States. Social network sites,
online games, video-sharing sites, and gadgets such as iPods and mobile
phones are now well-established fixtures of youth culture; it can be hard
to believe that just a decade ago these technologies were barely present in
the lives of U.S. children and teens. Today’s youth may be engaging in
negotiations over developing knowledge and identity, coming of age, and
struggling for autonomy as did their predecessors, but they are doing
this while the contexts for communication, friendship, play, and selfexpression are being reconfigured through their engagement with new
media. We are wary of the claims that there is a digital generation that
overthrows culture and knowledge as we know it and that its members’
practices are radically different from older generations’ new media engagements. At the same time, we also believe that current youth adoption of
digital media production and “social media”1 is happening in a unique
historical moment, tied to longer-term and systemic changes in sociability
and culture. While the pace of technological change may seem dizzying,
the underlying practices of sociability, learning, play, and self-expression
are undergoing a slower evolution, growing out of resilient social structural
conditions and cultural categories that youth inhabit in diverse ways in
their everyday lives. The goal of this book is to document a point in this
evolutionary process by looking carefully at how both the commonalities
and diversity in youth new media practice are part of a broader social and
cultural ecology.
We write this book in a moment when our values and norms surrounding education, literacy, and public participation are being challenged by a
shifting landscape of media and communications where youth are central
2
Introduction
actors. Although today’s questions about “kids these days” have a familiar
ring to them, the contemporary version is somewhat unusual in how
strongly it equates generational identity with technology identity.2 There
is a growing public discourse (both hopeful and fearful) declaring that
young people’s use of digital media and communication technologies
defines a generational identity distinct from that of their elders. In addition
to this generational divide, these new technology practices are tied to what
David Buckingham (2007, 96) has described as a “ ‘digital divide’ between
in-school and out-of-school use.” He sees this as “symptomatic of a much
broader phenomenon—a widening gap between children’s everyday ‘life
worlds’ outside of school and the emphases of many educational systems.”
Both the generational divide and the divide between in-school and outof-school learning are part of a resilient set of questions about adult authority in the education and socialization of youth. The discourse of digital
generations and digital youth posits that new media empower youth to
challenge the social norms and educational agendas of their elders in
unique ways. This book questions and investigates these claims. How are
new media being taken up by youth practices and agendas? And how do
these practices change the dynamics of youth-adult negotiations over literacy, learning, and authoritative knowledge?
Despite the widespread assumption that new media are tied to fundamental changes in how young people are engaging with culture and
knowledge, there is still relatively little research that investigates how these
dynamics operate on the ground. This book reports on a three-year ethnographic investigation of youth new media practice that aims to develop a
grounded, qualitative evidence base to inform current debates over the
future of learning and education in the digital age. Funded by the John D.
and Catherine T. MacArthur Foundation as part of a broader initiative on
digital media and learning, the study represents a $3.3 million investment
to contribute to basic knowledge in this emerging area of research. The
project began in early 2005 and was completed in the summer of 2008,
with the bulk of fieldwork taking place in 2006 and 2007. This effort is
unique among qualitative studies in the field in the breadth of the research
and the number of case studies that it encompasses. Spanning twenty-three
different case studies conducted by twenty-eight researchers and collaborators, this study sampled from a wide range of youth practices, populations,
and online sites, centered on the United States. This book has a broad
Introduction
3
descriptive goal of documenting youth practices of engagement with new
media, and a more targeted goal of analyzing how these practices are part
of negotiations between adults and youth over learning and literacy.
This introduction sets the stage for the body of the book, which is organized by domains of youth practices that cut across our various case
studies. We begin with a discussion of existing research on youth new
media practice and describe the contribution that our project makes to this
body of work. We then introduce the conceptual frameworks and categories that structure our collective analysis and description.
Research Approach
Although a growing volume of research is examining youth new media
practice, we are still at the early stages of piecing together a more holistic
picture of the role of new media in young people’s everyday lives. In the
United States, a number of survey-based studies have been documenting
patterns of technology uptake and the spread of certain forms of new
media practice (Griffith and Fox 2007; Lenhart et al. 2007; Rainie 2008;
Roberts, Foehr, and Rideout 2005), and they provide a reference point for
understanding broad trends in media engagement. We understand from
this work that youth tend to be earlier adopters than adults of digital communications and authoring capabilities, and that their exposure to new
media is growing in volume, complexity, and interactivity (Lenhart et al.
2007; Lenhart et al. 2008; Roberts and Foehr 2008; Roberts, Foehr, and
Rideout 2005). Research across different postindustrial contexts also suggests that these patterns are tied to broader trends in the changing structures of sociability, where we are seeing a move toward more individualized
and flexible forms of engagement with media environments. Researchers
have described this as a turn toward “networked society” (Castells 1996),
“networked individualism” (Wellman and Hogan 2004), “selective sociality” (Matsuda 2005), the “long tail” of niche media (Anderson 2006), or a
more tailored set of media choices (Livingstone 2002). Youth practices have
been an important part of the drive toward these more networked, individualized, and diversified forms of media engagement.
In addition to these quantitative indicators, there is a growing body of
ethnographic case studies of youth engagement with specific kinds of new
media practices and sites (examples include Baron 2008; Buckingham
4
Introduction
2008; Ito, Okabe, and Matsuda 2005; Ling 2004; Livingstone 2008;
Mazzarella 2005). Although the United Kingdom has funded some largescale qualitative studies on youth new media engagements (Livingstone
2002; Holloway and Valentine 2003), the United States has not had comparable qualitative studies that look across a range of different populations
and new media practices. What is generally lacking in the literature overall,
and in the United States in particular, is an understanding of how new
media practices are embedded in a broader social and cultural ecology.
While we have a picture of technology trends on one hand, and spotlights
on specific youth populations and practices on the other, we need more
work that brings these two pieces of the puzzle together. How are specific
new media practices embedded in existing (and evolving) social structures
and cultural categories?
In this section of the introduction, we describe how our work addresses
this gap, outlining our methodological commitments and descriptive focus
that have defined the scope of this book. The first goal of this book is to
document youth new media practice in rich, qualitative detail to provide
a picture of how young people are mobilizing these media and technologies in their everyday lives. The descriptive frame of our study is defined
by our ethnographic approach, the study of youth culture and practice,
and the study of new media.
Ethnography
Using an ethnographic approach means that we work to understand how
media and technology are meaningful to people in the context of their
everyday lives. We do not see media or technology as determining or
impacting society, culture, or individuals as an external force with its own
internal logic, but rather as embodiments of social and cultural relationships that in turn shape and structure our possibilities for social action and
cultural expression (see Bijker, Hughes, and Pinch 1987; Edwards 1995;
Hine 2000). It follows that we do not see the content of the media or the
media platform (TV, books, games, etc.) as the most important variables
for determining social or cognitive outcomes. For example, we look at how
video-game play is part of youth social lives, where it is situated in the
home, how parents regulate play with the games, and how youth identify
with the content and characters. We see outcomes not only in whether a
child has identified with or learned media content but also in such things
Introduction
5
as how they are able to negotiate social status among peers, gain autonomy
from parents, or acquire expertise in related domains such as knowledge
seeking on the Internet. The strength of this approach is that it enables us
to surface, from the empirical material, what the important categories and
structures are that determine new media practices and learning outcomes.
This approach does not lend itself to testing existing analytic categories or
targeted hypotheses but rather to asking more fundamental questions
about what the relevant factors and categories of analysis are. We believe
that an initial broad-based ethnographic understanding, grounded in the
actual contexts of behavior and local cultural understandings, is crucial to
grasping the contours of a new set of cultural categories and practices.
We describe media and technology as part of a broader set of social
structures and cultural patterns. We have organized our description based
on practices and contexts that structure youth engagement with new
media—friendship, intimacy, family, gaming, creative production, and
work. A focus on these foundational social practices enables us to describe
changes in youth social lives and culture while being attentive to the continuities with prior practice and structure. In the service of this broad
descriptive goal we describe the continued relevance of gender and class
in determining new media practice. Our focus, however, is on the issue of
age and generational identity as structuring new media engagements. We
look both internally at youth culture and the divisions among different
youth as well as at the negotiations between youth and adults. How does
new media engagement relate to different categories of youth culture and
identity? To what extent are new media part of the definition—or, conversely, a disruption—of a generational identity? How are new media
practices mobilized in the negotiations between adults and youth, particularly over learning and socialization? Any generation gap we might find
in new media literacy and practices needs to be understood in its cultural
diversity and specifics.
Our case studies have included diverse studies of youth in particular local
communities, studies of after-school youth media programs, as well as
studies of youth practices centered on online sites or interest groups. These
include fans of Harry Potter and Japanese animation; video-game players;
hip-hop creators; video bloggers; and participants on YouTube, MySpace,
and Facebook. By looking at a range of populations and youth practices,
we were able to combine in-depth textured description of specific group
6
Introduction
dynamics with collaborative analysis of how these different groups define
themselves in relation to or in opposition to one another. We describe
these studies and the specifics on data collection and joint analysis in
chapter 1, “Media Ecologies.” Our material covers both “mainstream”
practices of new media use that are widely distributed among U.S. teens
as well as more subcultural and exceptional practices that are not as
common but represent emerging and experimental modes of technical and
media literacy. In this, our work resembles other ethnographic studies that
look at the relationships between different kinds of childhood and youth
subcultures and identity categories (Eckert 1989; Milner 2004; Thorne
1993), but we focus on the role of new media in these negotiations. To the
extent possible, we have also situated our ethnographic cases and findings
in relation to the quantitative work in the field. Through this approach,
we have worked to mediate the gap between the textured, qualitative
descriptions of new media practices and analysis of broader patterns in
social, technical, and cultural change.
Youth
Foundational to our descriptive approach is a particular point of view
and methodological approach in relation to youth as a social and cultural
category. In our research and writing we take a sociology-of-youth-andchildhood approach, which means that we take youth seriously as actors
in their own social worlds and look at childhood as a socially constructed,
historically variable, and contested category (Corsaro 1997; Fine 2004;
James and Prout 1997; Wyness 2006). Adults often view children in a
forward-looking way, in terms of developmental “ages and stages” of what
they will become rather than as complete beings “with ongoing lives,
needs and desires” (Corsaro 1997, 8). By contrast, the “new paradigm” in
the sociology of childhood (James and Prout 1997) sees that children are
active, creative social agents who produce their own unique children’s
cultures while simultaneously contributing to the production of adult
societies and that “childhood—that socially constructed period in which
children live their lives—is a structural form” (Corsaro 1997, 4). This structural form has varied historically and is interrelated with other structural
categories such as social class, gender, and race (Corsaro 1997; James and
Prout 1997). In keeping with this sociology-of-youth-and-children
approach, we move beyond a simple socialization model in which children
Introduction
7
are passive recipients of dominant and “adult” ideologies and norms, and
instead we deploy what Corsaro calls an Interpretive Reproduction model.
In this model children collectively participate in society, in which children
“negotiate, share, and create culture with adults and each other” (Corsaro
1997, 18). In doing so we seek to give voice to children and youth, who,
while they have not been absent in social-science research, have often not
been heard (James and Prout 1997).
Our work has focused mostly on youth in their middle-school and highschool years, between the ages of twelve and eighteen. As we have indicated, we have made our best effort at examining the diversity among
youth, rather than suggesting that youth share a monolithic identity.
As described in chapter 1, we have also engaged, to a lesser extent, with
parents, educators, and young adults who participate or are involved in
structuring youth new media practices. The category of youth and youth
culture is coconstructed by adults and young people (Alanen and Mayall
2001). We capture what is unique about the contexts that youth inhabit
while also remaining attentive to the ways in which new media practices
span different age cohorts. In addition to their role in provisioning and
regulating youth new media ecologies, adults are important coparticipants
in youth new media practices. In fact, one of the important outcomes of
youth participation in many online practices is that they have an opportunity to interact with adults who are outside of their usual circle of family
and school-based adult relationships. The age populations that we look at
are keyed to the specifics of the particular case study. In studies that focus
on mixed-age interest groups, we have a significant proportion of young
adults, while studies that focus on family life or school-based cohorts focus
more exclusively on teens and their relationships to parents and teachers.
An ethnography of youth insists on attention to both the focal object of
youth culture and to the adult cultures that have a formative and pervasive
influence.
Readers will see the subjects of this research referred to by a variety of
age-related names—children, kids, youth, teens, adolescents, young people,
and young adults. In keeping with an ethnographic approach we try to
use terms that our respondents use themselves, but given that youth do
not commonly refer to themselves in age-graded categories (Thorne 1993),
we frequently must impose categories. To that end, for respondents age
thirteen and under, the general cutoff age for the term “children” (Wyness
8
Introduction
2006), we usually use the word “kids” and, perhaps less often, “children.”
While “kids” might seem a pejorative term, researchers have documented
that this is the term they often use to refer to themselves; as Barrie Thorne
noted in her research on schoolchildren, one of her respondents “insisted
that ‘children’ was more of a put-down than ‘kids’ ” (Thorne 1993, 9). For
participants between the ages of thirteen and eighteen we usually use the
category of “teen” or “teenager” and, less frequently, the more biologically
oriented “adolescent.” We do this to note that teenagers are, now, a slightly
different social category. Teens have more agency than children, develop
more elaborate peer cultures, self-consciously construct public and private
selves, and challenge conventions of adult life (Fine 2004). We refer to
those between the ages of nineteen and thirty as “young adults,” and we
use the term “young people” to refer broadly to both young adults and
teens. “Youth” is the category we reserve for when we are referring to the
general cultural category of youth, which is not clearly age demarcated but
which centers on the late teenage years.
While age-based categories have defined our object of study, we are
interested in documenting how these categories are historically and culturally specific, and how they are under negotiation. Age gradations in EuroAmerican and other postindustrial countries are perhaps more salient and
structuring than they have been at any point in history, as age gradation
now has emerged as a way to define entire populations of people (Chudacoff
1989). Youth culture—since its midcentury inception by Talcott Parsons
(Eckert 1989; Gilbert 1986)—has been characterized by being set apart from
adulthood, defined by the process of “becoming” and “leisure” (Chudacoff
1989). Removing youth from the workforce and home left them with large
amounts of leisure time with their own “peers,” or age cohorts. More
recently, researchers have documented how youth have been limited in
their access not only to the workplace but also to other forms of public
participation, including mobility in public places (Buckingham 2000;
Lewis 1990; Livingstone 2002). Youth occupy more age-segregated institutions than they have in recent history (Chudacoff 1989) and have more
cultural products that are targeted to them as specific age demographics
(Cross 1997; Frank 1997; Kline 1993; Livingstone 2002; Seiter 1993). The
ghettoization of youth culture also leads to its construction as social
problem, a generational space in which society channels fears and anxieties
(Cohen 1972; Corsaro 1997; Gilbert 1986; Lesko 2001). The current debates
Introduction
9
over the digital generation are the latest instantiation of these public hopes
and fears surrounding youth; as they have in recent history, media continue to play a central role in the contestations over the boundaries and
definitions of youth culture and sociability. While we have not conducted
a historical or longitudinal study, we see our current snapshot of youth
new media engagement as part of this longer trajectory in the definition
of youth as a historically specific social and cultural category.
New Media
Popular culture and online communication provide a window onto examining youth practice in contexts where young people feel ownership over
the social and cultural agenda. The commitment to taking youth social
and cultural worlds seriously has been applied to media studies by a
growing number of researchers who have looked at how children engage
with media in ways responsive to the specific conditions of childhood. In
contrast to much of media-effects research, these qualitative studies see
children and youth as actively constructing their social and cultural worlds,
not as innocent victims or passive recipients of media messages (Buckingham
1993; Jenkins 1998; Kinder 1999; Seiter 1993). By taking children and
youth popular culture seriously, this body of work argues against the trivialization of children’s media culture and sees it as a site of child- and
youth-driven creativity and social action. While we recognize the ways in
which popular culture has provided a site for kids to exercise agency and
authority, we think it is important to keep in view the central role of commercial entities in shaping children and youth culture. Media industries
have been increasingly successful in constructing childhood culture in
ways that kids uniquely identify with (Banet-Weiser 2007; Seiter 1993,
2005). In her analysis of Nickelodeon, Sarah Banet-Weiser describes how
the channel constructs a form of “consumer citizenship.” She writes, “This
recent attention to children as consumers has as much to do with recognizing a particular political economic agency of children as it does to the
unprecedented ways in which children are constituted as a commercial
market” (Banet-Weiser 2007, 8). The development of children’s agency in
the local life worlds of home and peer culture is inextricably linked to their
participation as consumer citizens.
Within their local life worlds, popular culture can provide kids with a
space to negotiate issues of identity and belonging within peer cultures
10
Introduction
(Chin 2001; Dyson 1997; Ito 2006; Seiter 1999a). In the case of interactive
media and communications technology, the constitutive role of youth
voice and sociability is further accentuated in what Henry Jenkins (1992;
2006) has described as a “participatory media culture” and Mizuko Ito
(2008b) has described in terms of “hypersociality” surrounding media
engagement. In looking at Pokémon, for example, David Buckingham and
Julian Sefton-Green (2004) have argued that although all media audiences
are in some ways “active,” interactive and sociable media such as Pokémon
“positively require activity.” With teens, this participatory approach toward
new media has been channeled into networked gaming and social media
sites such as MySpace, Facebook, or YouTube, which have captured the
public limelight and added fuel to the discourse of a digital generation.
The active and sociable nature of youth new media engagement argues for
an ethnographic approach that looks at not only the content of media
but also the social practices and contexts in which media engagement is
embedded. While we are cautious about assuming a natural affinity between
youth and participatory forms of media engagement, it is clear that youth
participation in these media forms is high, and that interactive and networked media require particular methodological commitments.
We use the term “new media” to describe a media ecology where more
traditional media such as books, television, and radio are intersecting with
digital media, specifically interactive media and media for social communication (Jenkins 2006). As described in chapter 1, we are interested in the
convergent media ecology that youth are inhabiting today rather than in
isolating the specific affordances of digital-production tools or online networks. We have used the term “new media” rather than terms such as
“digital media” or “interactive media” because the moniker of “the new”
seemed appropriately situational, relational, and protean, and not tied to
a specific media platform. Just as in the case of youth, who are always on
the verge of growing older, media are constantly undergoing a process of
aging and identity reformulation in which there is a generation of the new
ready to replace the old. Our focus is on media that are new at this particular historical moment. Our difficulty in naming a trait that defines the
media we are scrutinizing (interactive, digital, virtual, online, social, networked, convergent, etc.) stems from the fact that we are examining a
constellation of media changes, in a move toward more digital, networked,
and interactive forms, which together define the horizon of “the new.”
Introduction
11
Our work has focused on those practices that are “new” at this moment
and that are most clearly associated with youth culture and voice, such as
engagement with social network sites, media fandom, and gaming. In
contrast to sites such as Linked In and match.com or much of the blogging
world, sites such as MySpace, Facebook, YouTube, and LiveJournal and
online gaming have a high degree of youth participation, and youth have
defined certain genres of participation within these sites that are keyed to
a generational identity. We can also see this cultural distinction at play in
the difference between email and instant messaging as preferred communication tools, where the older generation is more tightly identified with
the former. The ways in which age identity works in these sites is somewhat
different from how more traditional media have segmented youth as a
distinct market with particular cultural styles and products associated with
it. Instead, the youth focus stems from patterns of adoption, the fit with
the particular social and communicative needs of youth, and how they
take up these tools to produce their own “content” as well as traffic in
commercial popular culture. In these sites, it is not only youth consumption that is driving the success of new Internet ventures but also their
participation (or “traffic”) and production of “user-generated content.” In
describing these as youth-centric sites and communication tools, we mean
that they are culturally identified with youth, but they can be engaged
with by people of all ages. We are examining the cultural valences of
certain new media tools and practices in how they align with age-based
identities, but this does not mean that we believe that youth have a
monopoly on innovative new media uses or that youth-centric sites do not
have a large number of adult participants.
New media researchers differ in the degree to which they see contemporary new media practices as attached to a particular life stage or more
closely tied to a generational cohort identity. For example, in looking at
mobile phone use, Rich Ling and Brigitte Yttri (2006) have argued that
communicative patterns are tied to the particular developmental needs of
adolescents who are engaged in negotiations over social identity and
belonging. Naomi Baron (2008) also examines the relation between online
communication and changes to reading and writing conventions. She
sees youth uptake of more informal forms of online writing as part of a
broader set of social and cultural shifts in the status of printed and written
communication. Ultimately, the ways in which current communication
12
Introduction
practice will lead to resilient cultural change is an empirical question that
can be answered only with the passage of time, as we observe the aging of
the current youth cohort. If history is any guide, however, we should
expect at least some imprint of a generation-specific media identity to
persist. The aim of our study is to describe media engagements that are
specific to the life circumstances of current youth, at a moment when we
are seeing a transition to what we describe in this book as widespread
participation in digital media production and networked publics. At the
same time, we analyze how these same youth are taking the lead in developing social norms and literacies that are likely to persist as structures of
media participation and practice that transcend age boundaries. For
example, we have seen text messaging expand from a youth demographic
to encompass a broader age range, and the demographics of media such
as gaming and animation gradually shift upstream.
Finally, the new media practices we examine are almost all situated in
the social and recreational activities of youth rather than in contexts of
explicit instruction. In this, our approach is in line with a growing body
of work in sociocultural learning theory that looks to out-of-school settings
for models of learning and engagement that differ from what is found in
the classroom (Cole 1997; Goldman 2005; Hull and Schultz 2002b; Lave
1988; Lave and Wenger 1991; Mahiri 2004; Nocon and Cole 2005; Nunes,
Schliemann, and Carraher 1993; Rogoff 2003; Singleton 1998; Varenne and
McDermott 1998). Our approach also reflects an emerging consensus that
the most engaged and active forms of learning with digital media happen
in youth-driven settings that are focused on social communication and
recreation. As Julian Sefton-Green (2004, 3) has argued in his literature
review Informal Learning with Technology Outside School, educators must
recognize that much of young people’s learning with information and
communication technologies happens outside of school. “This recognition
requires us to acknowledge a wider ‘ecology’ of education where schools,
homes, playtime, and library and the museum all play their part.” By
focusing on recreational and social media engagement in the everyday
contexts of family and peer interaction, we fill out the picture of the range
of environments in which youth learn with new media and prioritize those
social contexts that youth find most meaningful and motivational. In this,
we see our work as addressing an empirical gap in the literature as well as
Introduction
13
addressing the need to develop conceptual frameworks that are keyed to
the changing landscape of new media engagement.
Our primary descriptive task for this book is to capture youth new media
practice in a way that is contextualized by the social and cultural contexts
that are consequential and meaningful to young people themselves, and
to situate these practices within the broader structural conditions of
childhood that frame youth action and voice. In this, we draw from an
ethnographic approach toward youth studies and new media studies. This
commitment to socially and culturally contextualized analysis is evident
also in the thematic and conceptual frameworks that guide our analysis of
participation, learning, and literacy.
Conceptual Frameworks
Through our collaborative analysis, we have developed a series of shared
conceptual frameworks that function as threads of continuity throughout
this book’s chapters. Our work is guided by four key analytic foci that we
apply to our ethnographic material: participation, publics, literacy, and
learning. Our primary descriptive research question is this: How are new
media being taken up by youth practices and agendas? Our analytic question follows: How do these practices change the dynamics of youth-adult
negotiations over literacy, learning, and authoritative knowledge?
In keeping with our focus on social and cultural context, we consider
learning and literacy as part of a broader set of issues having to do with
youth participation in public culture (Appadurai and Breckenridge 1988;
1995). We draw from existing theories that are part of the “social turn” in
literacy studies, new media studies, learning theory, and childhood studies.
The 1980s and 1990s saw the solidification of a new set of paradigms for
understanding learning and literacy that emphasized the importance of
social participation and cultural identity, and that moved away from the
previously dominant focus on individual cognition and knowledge acquisition. This social turn has been described in terms of new paradigms
of situated cognition (Brown, Collins, and Duguid 1989; Greeno 1997;
Lave 1988), situated learning (Lave and Wenger 1991), distributed cognition (Hutchins 1995), and New Literacy Studies (Gee 1990; Street 1993).
We see a counterpart in the new paradigm of childhood studies and the
14
Introduction
recognition among media scholars of the active agency of media audiences,
as we describe in the previous section. We tailor these approaches to our
specific interdisciplinary endeavor and our objects of inquiry that are at
the intersection of these different fields.
While the social turn in learning and literacy studies is now well established, there is relatively little work that applies these frameworks to learning in the context of networked communication and media engagement.
Further, though situated approaches to learning and literacy engage deeply
with issues of cultural diversity and equity, they tend not to see generational and age-based power differentials as a central analytic problematic
in the same way that the new paradigm in childhood studies does. We see
the topic of youth-centered new media practice as a site that can bring
these conversations together into productive tension. New media are a site
where youth exhibit agency and an expertise that often exceeds that of
their elders, resulting in intergenerational struggle over authority and
control over learning and literacy. Technology, media, and public culture
are shaping and being shaped by these struggles, as youth practice defines
new terms of participation in a digital and networked media ecology. We
have developed an interdisciplinary analytic tool kit to investigate this
complex set of relations among changing technology, kid-adult relations,
and definitions of learning and literacy. Our key terms are “genres of
participation,” “networked publics,” “peer-based learning,” and “new
media literacy.”
Genres of Participation
One of the key innovations of situated learning theory was to posit that
learning was an act of social participation in communities of practice
(Lave and Wenger 1991). By shifting the focus away from the individual
and to the broader network of social relationships, situated learning theory
suggests that the relationships of knowledge sharing, mentoring, and monitoring within social groups become key sites of analytic interest. In this
formulation, people learn in all contexts of activity, not because they are
internalizing knowledge, culture, and expertise as isolated individuals, but
because they are part of shared cultural systems and are engaged in collective social action. This perspective has a counterpart within work in media
studies that looks at media engagement as a social and active process. A
notion of “participation,” as an alternative to internalization or consump-
Introduction
15
tion, has the advantage in not assuming that kids are passive, mere audiences to media or educational content. It forces attention to the more
ethnographic and practice-based dimensions of media engagement as well
as querying the broader social and cultural contexts in which these activities are conducted.
Henry Jenkins has put forth the idea of “participatory media cultures,”
which he originally used to describe fan communities in the 1970s and
1980s, and which he has recently revisited in relation to current trends in
convergence culture (1992; 2006). Jenkins traces how fan practices established in the TV-dominated era have become increasingly mainstream
because of the convergence of traditional and digital media. Fans not only
consume professionally produced media but they also produce their own
meanings and media products, continuing to disrupt the culturally dominant distinctions between production and consumption. More recently,
Jenkins has taken this framework and applied it to issues of learning and
literacy, describing a set of twenty-first-century skills and dispositions that
are based on different modes of participation in media cultures ( Jenkins
2006). In a complementary vein, Joe Karaganis (2007) has proposed a
concept of “structures of participation” to analyze different modes of relating to digital and interactive technologies. In our descriptions of youth
practice, we rely on a related notion of “genres of participation” to suggest
different modes or conventions for engaging with new media (Ito 2003;
2008b). A notion of participation genre addresses similar problematics as
concepts such as habitus (Bourdieu 1972) or structuration (Giddens 1986),
linking activity to social and cultural structure. More closely allied with
humanistic analysis, a notion of “genre,” however, foregrounds the interpretive dimensions of human orderliness. How we identify with, orient to,
and engage with media is better described as a process of interpretive recognition than a process of habituation or structuring. We recognize certain
patterns of representation (textual genres) and in turn engage with them
in social, routinized ways (participation genres).
In this book, we identify genres of participation with new media as a
way of describing everyday learning and media engagement. The primary
distinction we make is between friendship-driven and interest-driven
genres of participation, which correspond to different genres of youth
culture, social network structure, and modes of learning. By “friendshipdriven genres of participation,” we refer to the dominant and mainstream
16
Introduction
practices of youth as they go about their day-to-day negotiations with
friends and peers. These friendship-driven practices center on peers youth
encounter in the age-segregated contexts of school but might also include
friends and peers they meet through religious groups, school sports, and
other local activity groups. For most youth, these local friendship-driven
networks are their primary source of affiliation, friendship, and romantic
partners, and their lives online mirror this local network. MySpace and
Facebook are the emblematic online sites for these sets of practices. We use
the term “peer” to refer to the people whom youth see as part of their
lateral network of relations, whom they look to for affiliation, competition,
as well as disaffiliation and distancing. Peers are the group of people to
whom youth look to develop their sense of self, reputation, and status. We
reserve the term “friend” to refer to those relations that youth self-identify
as such, a subset of the peer group that individual youths have close affiliations with. By “friendship-driven,” we refer even more narrowly to those
shared practices that grow out of friendships in given local social worlds.
The chapters on friendship and intimacy focus on describing these friendship-driven forms of learning and participation.
In contrast to friendship-driven practices, with interest-driven practices,
specialized activities, interests, or niche and marginalized identities come
first. Interest-driven practices are what youth describe as the domain of the
geeks, freaks, musicians, artists, and dorks—the kids who are identified as
smart, different, or creative, who generally exist at the margins of teen
social worlds. Kids find a different network of peers and develop deep
friendships through these interest-driven engagements, but in these cases
the interests come first, and they structure the peer network and friendships, rather than vice versa. These are contexts where kids find relationships that center on their interests, hobbies, and career aspirations. It is
not about the given social relations that structure kids’ school lives but
about focusing and expanding an individual’s social circle based on interests. Although some interest-based activities such as sports and music have
been supported through schools and overlap with young people’s friendship-driven networks, other kinds of interests require more far-flung networks of affiliation and expertise. As we discuss in the chapters on gaming,
creative production, and work, online sites provide opportunities for youth
to connect with interest-based groups that might not be represented in
their local communities. Interest-driven and friendship-driven participa-
Introduction
17
tion are high-level genre categories that orient our description as a whole.
Individual chapters go into more depth on the specific genre conventions
of their domain.
Certain forms of participation also act to bridge the divide between
friendship-driven and interest-driven modes. In chapter 5, we describe how
more friendship-driven modes of “hanging out” with friends while gaming
can transition to more interest-driven genres of what we call recreational
gaming. Similarly, in chapter 6, we describe how the more friendshipdriven practices of creating profiles on social network sites or taking photos
with friends can lead to “messing around” in the more interest-driven
modes of digital media production. In chapter 1, we identify a genre of
participation of “messing around” with new media that in some cases can
mediate between genres of “geeking out” and “hanging out.” Conversely,
we have seen how interest-driven engagements can lead to deep and
abiding friendships that might eventually transcend the particular focus
of interest and provide a social group for socializing and friendship for
youth who may not have been deeply embedded in the more popularityand friendship-driven networks in their local school or community.
Transitioning between hanging out, messing around, and geeking out
represents certain trajectories of participation that young people can navigate, where their modes of learning and their social networks and focus
begin to shift. Examining learning as changes in genres of participation is
an alternative to the notion of “transfer,” where the mechanism is located
in a process of individual internalization of content or skills. In a participatory frame, it is not that kids transfer new media skills or social skills to
different domains, but rather they begin to identify with and participate
in different social networks and sets of cultural referents through certain
transitional social and cultural mechanisms. It is not sufficient to internalize or identify with certain modes of participation; there also needs to be
a supporting social and cultural world.
Rather than relying on distinctions based on given categories such as
gender, class, or ethnic identity, we have identified genres based on what
we saw in our ethnographic material as the distinctions that emerge from
youth practice and culture, and that help us interpret how media intersect
with learning and participation. By describing these forms of participation
as genres, we hope to avoid the assumption that these genres attach
categorically to individuals. Rather, just as an individual may engage with
18
Introduction
multiple media genres, we find that youth will often engage in multiple
genres of participation in ways that are situationally specific. We have
also avoided categorizing practice based on technology- or media-centric
parameters, such as media type or measures of frequency or media saturation. Genres of participation provide ways of identifying the sources of
diversity in how youth engage with new media in a way that does not rely
on a simple notion of “divides” or a ranking of more- or less-sophisticated
media expertise. Instead, these genres represent different investments
that youth make in particular forms of sociability and differing forms of
identification with media genres.
Networked Publics
When we consider learning as an act of social participation, our analytic
focus shifts from the individual to the broader social and cultural ecology
that a person inhabits. Although we all experience private moments of
learning and reflection, a large part of what defines us as social beings and
learners happens in contexts of group social interaction and engagement
with shared cultural forms. Engagement with media (itself a form of mediated sociability) is a constitutive part of how we learn to participate as
culturally competent, social, and knowledgeable beings. Although studies
of learning in out-of-school settings have examined a wide range of learning environments, these approaches have been relatively silent as to how
learning operates in relation to mass and networked media. With some
exceptions (Mahiri 2004; Renninger and Shumar 2002; Weiss et al. 2006),
contexts of social interaction and public behavior tend to be imagined as
local, copresent encounters such as in the case of apprenticeship or learning in the home or street; work in media studies has largely been in a
parallel (though often complementary) set of conversations. The focus on
situated learning in contexts of embodied presence has been an important
antidote to more traditional educational approaches that have focused on
kids’ relationships to abstract academic content, often through the abstraction of educational media, but it has stood in the way of an articulation
of situated-learning theory in relation to mediated practices. Our work
here, however, is to take more steps in applying situated approaches to
learning to an understanding of mediated sociability, though not of the
school-centered variety. This requires integrating approaches in publicculture studies with theories of learning and participation.
Introduction
19
Arjun Appadurai and Carol Breckenridge suggest the term “public
culture” as an alternative to terms such as “popular culture” or “mass
culture” to link popular-culture engagement to practices of participation
in the public sphere. They see public culture studies as a way of understanding “the space between domestic life and the nation-state—where
different social groups (classes, ethnic groups, genders) constitute their
identities by their experience of mass-culture mediated forms in relation
to the practices of everyday life” (Appadurai and Breckenridge 1995, 4–5).
We draw from this framing and situate it within this current historical
moment, where we are seeing public culture, as it is experienced by a
growing number of U.S. teens, migrating to digitally networked forms. In
this context, youth are participating in publics constituted in part by the
nation-state, and also by commercial media environments that are along
the lines of the “consumer citizenship” that Banet-Weiser (2007) has theorized. We use the term “networked publics” to reference the forms of
participation in public culture that is the focus of our work. The growing
availability of digital media-production tools, combined with online networks that traffic in rich media, is creating convergence between mass
media and online communication (Benkler 2006; Ito 2008a; Jenkins 2006;
Shirky 2008; Varnelis 2008). Rather than conceptualize everyday media
engagement as “consumption” by “audiences,” the term “networked
publics” foregrounds the active participation of a distributed social network
in the production and circulation of culture and knowledge. The growing
salience of networked publics in young people’s daily lives is part of
important changes in what constitutes the relevant social groups and
publics that structure young people’s learning and identity.
This book delves into the details of everyday youth participation in
networked publics and into the ways in which parents and educators work
to shape these engagements. As danah boyd discusses in her analysis of
participation on MySpace, networked publics differ from traditional teen
publics (such as the mall or the school) in some important ways. Unlike
unmediated publics, networked publics are characterized by their persistence, searchability, replicability, and invisible audiences (boyd 2007).
With friendship-driven practices, youth online activity largely replicates
their existing practices of hanging out and communicating with friends,
but these characteristics of networked publics do create new kinds of
opportunities for youth to develop their public identities, connect, and
20
Introduction
communicate. The chapters on friendship and intimacy describe these
dynamics by examining how practices such as Friending, public social
drama, flirting, and dating are both reproduced and reshaped by online
communication through social network sites, online chat, and mobile
communication. These technologies facilitate new forms of private, intimate, and always-on communication as well as new forms of publicity
where personal networks and social connections are displayed to broader
publics than have traditionally been available locally to teens.
In addition to reshaping how youth participate in their given social
networks of peers in school and their local communities, networked publics
open new avenues for youth participation through interest-driven networks. In contrast to friendship-driven networked publics, the interestdriven varieties generally do not adhere to existing formal institutions such
as school or church, nor are they locally bound. Through sites such as
YouTube, fan forums, networked gaming sites, LiveJournal communities,
deviantART, or youth media centers, youth can access publics that are
engaged in their particular hobby or area of interest. These more specialized and niche publics are settings where youth can connect with other
creators or players who have greater expertise than they do, and conversely,
where they can mentor and develop leadership in relation to less experienced participants. They are also networks for distributing, publicizing,
and sometimes even getting famous or paid for the work that they create.
These dynamics of interest-driven networked publics, and the new kinds
of peer relations that youth find there, are the focus of our chapters on
gaming, creative production, and work.
The relation between friendship-driven and interest-driven networked
publics is complex and grows out of the existing status distinctions of
youth culture. Although kids with more geeky and creative interests continue to be marginal to the more mainstream popularity and dating negotiations in school, our work does indicate some shifts in the balance of
how kids engage with these different networks. Unlike the older generation, today’s kids have the opportunity to engage in multiple publics—they
can retain an identity as a “popular” kid in their local school networks and
on MySpace while also pursuing interest-driven activities with another set
of peers online. Although the majority of kids we spoke to participate
primarily in friendship-driven publics, we also saw many examples of kids
who maintain a dual identity structure. They might have multiple online
profiles for different sets of friends, or they might have a group of online
Introduction
21
gaming friends who do not overlap with the friends they hang out with
in school. Although our study does not enable us to identify whether the
balance is shifting in terms of how kids participate in different publics, we
have identified that there is an expanded palette of opportunity for kids
to participate in different kinds of publics because of the growth of the
networked variety.
Peer-Based Learning
Sociocultural approaches to learning have recognized that kids gain most
of their knowledge and competencies in contexts that do not involve
formal instruction. A growing body of ethnographic work documents how
learning happens in informal settings, as a side effect of everyday life and
social activity, rather than in an explicit instructional agenda. For example,
in describing learning in relation to simulation games, James Paul Gee
(2008, 19) suggests that kids pick up academic content and skills as part
of their play. “These things, which are in the foreground at school, come
for free, that is, develop naturally as the learner solves problems and
achieves goals.” In School’s Out!, an edited collection of essays documenting
learning in home, after-school, and community settings, Glynda Hull and
Katherine Schultz (2002a, 2) ask, “Why, we have wanted to know, does
literacy so often flourish out of school?” They describe the accumulating
evidence documenting how people pick up literacy in the contexts of
informal, everyday contexts, and it is often difficult to reproduce those
same literacies in the more formalized contexts of schooling and testing.
We see our focus on youth learning in contexts of peer sociability and
recreational learning as part of this research tradition. Our interest, more
specifically, is in documenting instances of learning that are centered on
youth peer-based interaction, in which the agenda is not defined by parents
and teachers.
Our focus on youth perspectives, as well as the high level of youth
engagement in social and recreational activities online, determined our
focus on the more informal and loosely organized contexts of peer-based
learning. We discuss the implications for learning institutions in the conclusion of this book, but the body of the book describes learning outside
of school, primarily in settings of peer-based interaction. As ethnographies
of children and youth have documented, kids learn from their peers. While
adults often view the influence of peers negatively, as characterized by
the term “peer pressure,” we approach these informal spaces for peer
22
Introduction
interactions as a space of opportunity for learning. Our cases demonstrate
that some of the drivers of self-motivated learning come not from the
institutionalized authorities in kids’ lives setting standards and providing
instruction, but from the kids observing and communicating with people
engaged in the same interests and in the same struggles for status and
recognition that they are.
Both interest-driven and friendship-driven participation rely on peerbased learning dynamics, which have a different structure from formal
instruction or parental guidance. Our description of friendship-driven
learning describes a familiar genre of peer-based learning, in which online
networks are supporting those sometimes painful but important lessons in
growing up, giving kids an environment to explore romance, friendship,
and status just as their predecessors did. In an environment where there
are fewer and fewer spaces for kids to hang out informally in public space,
these online friendship-driven networks are critical contexts for these
forms of learning and sociability. Rather than construe these dynamics
negatively or fearfully, we can consider them also as an integral part of
developing a sense of personal identity as a social being. Peer-based learning relies on a context of reciprocity, in which kids feel they have a stake
in self-expression as well as a stake in evaluating and giving feedback to
one another. Unlike in more hierarchical and authoritative relations, both
parties are constantly contributing and evaluating one another. Youth both
affiliate and compete with their peers.
Like friendship-driven networks, interest-driven networks are also sites
of peer-based learning, but they represent a different genre of participation,
in which specialized interests are what bring a social group together. In
both cases, however, the peer group becomes a powerful driver for learning.
The peers whom youth are learning from in interest-driven practices are
not defined by their given institution of school but rather through more
intentional and chosen affiliations. When kids reach out to a set of relations based on their interests, what constitutes a peer starts to change
because of the change in a young person’s social network. In the case of
kids who have become immersed in interest-driven publics, the context of
who their peers are changes, as does the context for how reputation works,
and they get recognition for different forms of skill and learning.
Youth are increasingly turning to networked publics as sites for peerbased learning and interaction that are not reliant on adult oversight and
Introduction
23
guidance. Among the reasons that youth participation in these networked
publics is so high is that they are an alternative to publics that the adult
authorities in their lives have control over, and they provide opportunities
for private conversation with peers. Commercial media industries have a
complicated role in these dynamics. Ever since the growth of a youthoriented commercial and media culture in the past century, children and
youth have been marketed to as a unique demographic, with cultural
products and identity categories that are distinct from those of their elders
(Cross 1997; Frank 1997; Kline 1993; Livingstone 2002; Seiter 1993). The
growing influence of peers from a similar age cohort in determining social
values and cultural style (Milner 2004; Willis 1990) has grown in tandem
with these broader cultural shifts in defining a distinct youth culture (Frank
1997), or “kid power” (Banet-Weiser 2007; Seiter 1993). Although the contemporary media ecology is characterized by the growing centrality of
user-generated content, commercial media are still central to youth culture,
and Internet companies are becoming a formidable force in structuring the
conditions under which youth connect with their peers. This takes the
form of technology design decisions, marketing decisions, and policy constraints that are placed on the industry. Although we do not focus on the
role of commercial industry in structuring youth peer interactions, we
understand that commercial culture and commercial online spaces and
services are lending support to youth-centered peer cultures and communication, often at the expense of institutions such as school and family.
New Media Literacy
The negotiations among kids, parents, educators, and technologists over
the shape of youth online participation is also a site of struggle over
what counts as legitimate forms of learning and literacy. Any discussion
of learning and literacy is unavoidably normative. What counts as learning
and literacy is a question of collective values, values that are constantly
being contested and negotiated among different social groups. Periods of
cultural and technological flux open up new areas of debate about what
should count as part of our common culture and literacy and what are
appropriate ways for young people to participate in these new cultural
forms. Education designed by adults for children also has an unavoidably
coercive dimension that is situated in a systemic power differential between
adults and children. The moral panic over youth new media uptake is also
24
Introduction
part of this power differential, as adults mobilize public support to direct
children away from social forms and literacies that they find threatening
and dangerous. Changes in social, cultural, economic, and technological
landscapes are often accompanied by anxieties and questions as to what
skills need to be learned and taught for subsequent generations to be able
to participate in public life, as students, citizens, consumers, and workers.
In our work, we are examining the current practices of youth and querying what kinds of literacies and social competencies they are defining as a
particular generational cohort experimenting with a new set of media
technologies. We have attempted to momentarily suspend our own value
judgments about youth engagement with new media in order to better
understand and appreciate what youth themselves see as important forms
of culture, learning, and literacy. Those studying literacies within the New
Literacy Studies framework have used ethnography as a way of understanding the socially constructed dimensions of literacy, whether studying in
school or out-of-school contexts (Collins 1995; Gee 1990; Hull and Schultz
2002b; Street 1993, 1995). This work, in both its anthropological roots in
the work of Brian Street and its sociolinguistic roots in the work of James
Paul Gee, sees any discussion of literacy as an inherently ideological one.
Definitions of literacy are embedded in institutions, broader cultural
dimensions, and power. The emphasis has continually been on the local
practices associated with the uses of reading and writing and how these
are not determined by text, technology, or media, nor are they determined
in a top-down manner. Those who may seem in weaker positions often
appropriate and transform the agendas of those who may seem in more
dominant positions of power. While we are aware that there may be “limits
to the local” in the understanding of literacies as practices (Brandt and
Clinton 2002), we believe that it is crucial to examine literacy as a set of
standards that are under continuous development and negotiation through
social activity. In this, our work is in line with that of other scholars (e.g.,
Chávez and Soep 2005; Hull 2003; Mahiri 2004) who explore literacies in
relation to ideology, power, and social practice in other settings where
youth are pushing back against dominant definitions of literacy that structure their everyday life worlds.
We see a moving horizon of what counts as new media as the horizon
of what those who study technologicial systems have described as a window
of “interpretive flexibility.” Theorists who have described the social con-
Introduction
25
struction of technological systems have posited that when new technologies enter the social stage, there is a period of flexibility in which different
social actors mobilize to construct the new meaning of a technological
artifact (Bijker, Hughes, and Pinch 1987). Through time, and through
contestations among different actors, the meaning and shape of an artifact
is gradually stabilized and black boxed. Though the meaning of a technological artifact can later be reopened with the introduction of new facts or
new social actors, generally there is a period in the historical evolution of
new technologies in which there is heightened public debate and social
negotiations about a technology’s shape and meaning. The new media that
we are examining in this book, and the related generational struggles over
the shape of culture, norms, and literacy, are emblematic of this moment
of interpretive flexibility. While what is being defined as “new media
literacy” is certainly not the exclusive province of youth, unlike in the case
of “old” literacies, youth are playing a more central role in the definition
of these newer forms. In fact, the current anxiety over how new media
erode literacy and writing standards could be read as an indicator of the
marginalization of adult institutions that have traditionally defined literacy norms (whether that is the school or the family).
Researchers have posited a variety of ways to understand and define new
media literacy. For example, David Buckingham comes from a tradition of
media education and considers new media literacy as a twist in the debates
over media literacy that have been, until recently, focused on television
(Buckingham 2003; Buckingham et al. 2005). Kathleen Tyner (1998) considers media literacy as well as technical literacy in her discussion of literacy in a digital world. James Paul Gee (2003) sees gaming as representing
new modes of learning of certain semiotic domains, and in his recent work
on twenty-first-century skills Henry Jenkins (2006) applies his insights
about active media participation to an analysis of new media literacy. One
of the more general statements of literacy that is pertinent to considering
new media literacy is The New London Group’s (1996, 63) work on multiliteracies. It sees a growing palette of literacy forms in relation to an
“emerging cultural, institutional, and global order: the multiplicity of communication channels and media, and the increasing saliency of cultural
and linguistic diversity.”
Our work is in line with this general impetus toward acknowledging a
broader set of cultural and social competencies that could be defined as
26
Introduction
examples of literacy. However, our work does not seek to define the components of new media literacy or to participate directly in the normalization of particular forms of literacy standards or practice. Rather, we see our
contribution as describing the forms of competencies, skills, and literacy
practices that youth are developing through media production and online
communication to inform these broader debates. More specifically, we
have identified certain literacy practices that youth have been central participants in defining: deliberately casual forms of online speech, nuanced
social norms for how to engage in social network activities, and new genres
of media representation, such as machinima, mashups, remix, video blogs,
web comics, and fansubs. Often these cultural forms are tied to certain
linguistic styles identified with particular youth culture and subcultures
(Eckert 1996). The goal of our work is to situate these literacy practices
within specific and diverse conditions of youth culture and identity as well
as within an intergenerational struggle of literacy norms. Although the
tradition of New Literacy Studies has described literacy in a more multicultural and multimodal frame, it is often silent as to the generational
differences in how literacies are valued. In our work, we suggest that not
only are new media practices defining forms of literacy that rely on interactive and multimedia forms but they also are defining literacies that are
specific to a particular media moment, and possibly generational identities.
Although some of the literacy practices we describe may be keyed to a
particular life stage, new media literacies are not necessarily going to “grow
up” to conform to the standards of their elders but are likely to be tied to
foundational changes in forms of cultural expression.
Overview of Chapters
The chapters that follow are organized based on what emerged from our
material as the core practices that structure youth engagement with new
media. Unlike the specific case studies that individual researchers will
address in independent publications, these chapters are efforts to synthesize across different cases and youth populations. Throughout the book,
we include a series of illustrative numbered sections that provide more
detailed descriptions of specific youth and cases. With this format, we have
tried to provide general summative findings that do justice to the breadth
of our research while also providing some of the detailed description that
is the hallmark of ethnographic writing.
Introduction
27
Chapter 1, “Media Ecologies,” frames the technological and social
context in which young people are consuming, sharing, and producing
new media. The chapter introduces the various locations in which we
conducted our research and our methods of data collection and collaborative analysis. The second half of the chapter introduces three genres of
participation with new media that are an alternative to common ways of
categorizing forms of media access: hanging out, messing around, and
geeking out.
The following two chapters focus on mainstream friendship-driven
practices and networks. Chapter 2, “Friendship,” examines how teens
use instant messaging, social network sites, and mobile phones to
negotiate their friendships in peer groups that center on school and local
activity groups. These are the dominant forms of sociality in teen communication. Familiar practices of making friends—gossiping, bullying, and
jockeying for status—are reproduced online, but they are also reshaped in
significant ways because of the new forms of publicity and always-on
communication.
The discussion of friend-centered practices is followed by the chapter on
intimacy, which also examines practices that are a long-standing and pervasive part of everyday youth sociality. The chapter discusses how teens
use online communication to augment their practices of flirting, dating,
and breaking up. The dominant social norm is that the online space is used
to extend and maintain relationships, but that first contact should be initiated offline. While these norms largely mirror the existing practices of teen
romance, the growth of mediated communication raises new issues surrounding privacy and vulnerability in intimate relationships.
Chapter 4, “Families,” also takes up a key given set of local social relationships by looking across the diverse families we have encountered in
our research. The chapter describes how parents and children negotiate
media access and participation through their use of physical space in the
home, routines, rules, and shared production and play. The chapter also
examines how the boundaries of home and family are extended through
the use of new media.
The final three chapters of the book focus primarily on interest-driven
genres of participation, though they also describe the interface with more
friendship-driven genres. Chapter 5, “Gaming,” examines different genres
of gaming practice: killing time, hanging out, recreational gaming, mobi-
28
Introduction
lizing and organizing, and augmented game play. The goal of the chapter
is to examine gaming in a social context as a diverse set of practices with
a range of different learning outcomes.
Chapter 6 examines creative production, looking across a range of
different case studies of youth production, including podcasting, video
blogging, video remix, hip-hop production, fan fiction, and fansubbing.
The chapter follows a trajectory of deepening engagement with creative
production, beginning with casual personal media production and then
discussing how youth get started with more serious commitments to
creative work and how they improve their craft, specialize, collaborate, and
gain an audience.
The final chapter, “Work” examines how youth are engaged in economic
activity and other forms of labor using new media. The chapter suggests
that new media are providing avenues to make the productive work of
youth more visible and consequential. We showcase some of the innovative ways that kids are mobilizing their new media skills and talents,
including online publishing, freelancing, enterprises, and various forms of
nonmarket work.
The conclusion, in addition to highlighting the key findings of this book,
discusses the implications of this research for parents, educators, and
policy makers.
Notes
1. We use the term “social media” to refer to the set of new media that enable social
interaction between participants, often through the sharing of media. Although all
media are in some ways social, the term “social media” came into common usage
in 2005 as a term referencing a central component of what is frequently called “Web
2.0” (O’Reilly 2005 at http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/
09/30/what-is-web-20.html) or the “social web.” All these terms refer to the layering
of social interaction and online content. Popular genres of social media include
instant messaging, blogs, social network sites, and video- and photo-sharing sites.
2. A wide variety of terms have been coined to link generational identity to digital
and information technologies. Some examples include Don Tapscott’s (1998) “net
generation,” the Kaiser Family Foundation’s report on “Generation M” (for media)
(Roberts, Foehr, and Rideout 2005), Mark Prensky’s (2006) work on “digital natives,”
and John Beck and Mitchell Wade’s (2004) “gamer generation.” See Buckingham
(2006) for a critique of the discourse of “digital generations.”
1
MEDIA ECOLOGIES
Lead Authors: Heather A. Horst, Becky Herr-Stephenson, and
Laura Robinson
I get up in the morning and I just take a shower and eat breakfast and then I
go to school. No technology there. And then when I come home—I invited a
friend over today and we decided to go through my clothes. My dad saw the
huge mess in my room. I had to clean that up, but then we went on the computer.
We went on Millsberry [Farms]. And she has her own account too. So she played
on her account and I played on mine, and then we got bored with that ‘cause
we were trying to play that game where we had to fill in the letters and make
words out of the word. That was so hard. And we kept on trying to do it and
we’d only get to level two and there’s so many levels, so we gave up. And we
went in the garage and we played some GameCube. And that was it, and then
her mom came and picked her up. I came back in, played a little more computer
(tried to get that word game and tried to get more points), and, but I got bored with
that and so I went in my room and I listened to a tape. And then I ate dinner and
you came . . .
—Geo Gem, age 12 (Horst, Silicon Valley Families)
In the spring of 2006, Heather Horst interviewed Geo Gem, a twelveyear-old girl who attends a public middle school in Silicon Valley,
California. The youngest of two children in a biracial family (white
and Asian-American), Geo Gem twirled her long dark hair while she
talked about all the things she was “into”: playing piano, singing,
volleyball, the rain forest, and playing games on the computer or the
GameCube in the family’s media room, a space in the converted garage.
Although Geo Gem’s family lives in a wealthy area of the San Francisco
Bay Area, the media and technology she uses every day do not necessarily
reflect the family’s economic status. The “kids’ computer” is a secondhand
desktop computer that sits in the living room and the GameCube is dated.
Moreover, Geo Gem’s parents decided not to buy cable in an effort to
30
Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
shelter their kids from what they thought was the brash commercialization
and high costs of cable television. While Geo Gem has accepted the
fact that she can watch only the occasional movie on the family DVD
player, she notes that this often presents problems when her friends come
over, “since they usually watch cable.” Instead of watching television,
Geo Gem plays games such as basketball, online games, and the GameCube.
For Geo Gem, her media ecology, and the learning that takes place within
her home environment, seems unremarkable; she moves fluidly between
sitting in her bedroom with her friend going through the clothes in her
closet and hanging out playing GameCube after school or sitting down
for an hour to try to get to the next level on Millsberry Farms. Although
it is unlikely that Geo Gem would describe her after-school activities
with media as “learning” in the same way that she might describe schoolwork or piano lessons (see Seiter 2007), Geo Gem’s home environment,
the institution of the family, rules, and a variety of other factors constitute
her everyday media ecology and her social and cultural context for
learning.
Young people in the United States today are growing up in a media
ecology where digital and networked media are playing an increasingly
central role. Even youth who do not possess computers and Internet
access in the home are participants in a shared culture where new social
media, digital media distribution, and digital media production are commonplace among their peers and in their everyday school contexts. As we
outline in the introduction, we see technical change as intertwined with
other forms of historically specific social and cultural change as well as
resilient structural conditions, such as those defined by age, gender, and
socioeconomic status. We emphasize that there are a diversity of ways
in which U.S. youth inhabit a changing and variegated set of media
ecologies. We also recognize that the ways in which U.S. youth participate
in media ecologies are specific to contextual conditions and a particular
historical moment. In line with our sociocultural perspective on learning
and literacy, we see young people’s learning and participation with new
media as situationally contingent, located in specific and varied media
ecologies. Before we begin our description of youth practice, we need to
map what those ecologies of media and participation look like. That is the
goal of this chapter.
Media Ecologies
31
We use the metaphor of ecology to emphasize the characteristics of an
overall technical, social, cultural, and place-based system, in which the
components are not decomposable or separable. The everyday practices of
youth, existing structural conditions, infrastructures of place, and technologies are all dynamically interrelated; the meanings, uses, functions,
flows, and interconnections in young people’s daily lives located in particular settings are also situated within young people’s wider media ecologies. We also take an ecological approach in understanding youth culture
and practice. As we suggest in the case of interest-driven and friendshipdriven participation, these are not unique social and cultural worlds operating with their own internal logic, but rather these forms of participation
are defined in relation and in opposition to one another. In this way, we
extend the understanding of media ecologies used in communication
studies (e.g., McLuhan 1964/1994; Meyrowitz 1986; Postman, 1993), which
has focused primarily on “media effects,” to studies of the structure and
context of media use. Similarly, we see adults’ and kids’ cultural worlds as
dynamically co-constituted, as are different locations that youth navigate
such as school, after-school, home, and online places. The three genres of
participation that we introduce in this chapter—“hanging out,” “messing
around,” and “geeking out”—are also genres that are defined relationally.
The notion of “participation genre” enables us to emphasize the relational
dimensions of how subcultures and mainstream cultures are defined; it also
allows us to use an emergent, flexible, and interpretive rubric for framing
certain forms of practice.
In this chapter, we frame the media ecologies that contextualize the
youth practices we describe in later chapters. By drawing from case studies
that are delimited by locality, institutions, networked sites, and interest
groups (see appendices), we have been able to map the contours of the
varied social, technical, and cultural contexts that structure youth media
engagement. This chapter introduces three genres of participation with
new media that have emerged as overarching descriptive frameworks for
understanding how youth new media practices are defined in relation and
in opposition to one another. The genres of participation—hanging out,
messing around, and geeking out—reflect and are intertwined with young
people’s practices, learning, and identity formation within these varied and
dynamic media ecologies.
32
Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
Box 1.1
Media Ecologies: Quantitative Perspectives
Christo Sims
Here I contextualize our ethnographic data by connecting our work to quantitative measures collected in several recent large-scale surveys of American
youth media practices. Such surveys strikingly demonstrate the pervasive, and
seemingly increasing, prevalence of media in the daily lives of American
youth. In 2005, the Kaiser Family Foundation published data from a nationally representative survey of eight- to eighteen-year-olds showing that most
American youth lived in households where media technologies were varied
and numerous. On average, the youth in its sample lived in households with
3.5 televisions, 2.9 VCRs or DVD players, 2.1 video-game consoles, and 1.5
computers (Rideout, Roberts, and Foehr 2005). Additionally, the Kaiser Family
Foundation survey found that more than 80 percent had access to cable or
satellite television. More recently, the Pew Internet & American Life Project
conducted a survey that showed 94 percent of all American teenagers—which
it defines as twelve- to seventeen-year-olds—now use the Internet, 89 percent
have Internet access in the home, and 66 percent have broadband Internet
access in the home (Lenhart et al. 2008). In 2008, the USC Digital Future
Project reported that broadband was now used in 75 percent of American
households (USC Center for the Digital Future 2008). Additionally, Pew
reported that in the fall of 2007, 71 percent of American teenagers owned a
mobile phone and 58 percent had a social network site profile (Lenhart et al.
2008). In a 2006 survey, Pew found that 51 percent of teens owned an iPod
or MP3 player (Macgill 2007). In addition to access, these studies tend to
emphasize the frequency with which American youth engage media, many
of which have become part of daily life. The Kaiser Family Foundation study
found that young Americans spend on average 6.5 hours with media per day:
almost 4 hours a day with TV programming or recorded videos, approximately 1.75 hours per day listening to music or the radio, roughly one hour
a day using the computer for nonschool purposes, and about 50 minutes a
day playing video games (Rideout, Roberts, and Foehr 2005). Pew’s 2007
survey found that daily 63 percent of teens go online, 36 percent send text
messages, 35 percent talk on a mobile phone, 29 percent send IMs, and 23
percent send messages through social network sites.
The Pew, Kaiser, and USC studies each report on the increasing prevalence
of new media—notably the Internet and the mobile phone. Pew reports a
steady increase in teen Internet use, from 73 percent in 2000, to 87 percent
in 2004, to 95 percent in 2007, and a rapid increase in mobile phone ownership, going from 45 percent in 2004 to 71 percent in 2007 (Lenhart, Rainie,
and Lewis 2001; Lenhart, Madden, and Hitlin 2005; Lenhart et al. 2008). Yet
while new media have increased in popularity, they have not, according to
Media Ecologies
the Kaiser report, displaced other types of media, nor have they led to an
increase in the overall amount of time teens spend with media.1 The authors
of the Kaiser report suggest that this is because youth engage with more than
one type of media at the same time, reading a magazine while watching TV,
for example. Furthermore, the Kaiser report found that media engagement
does not crowd out time spent with parents, pursuing hobbies, or doing
physical activity. Rather, those who engaged in high amounts of media
reported spending more time on average with family, hobbies, and physical
activity (Rideout, Roberts, and Foehr 2005).
When compared to participants in these surveys, our survey participants2
appear, on average, to be more engaged with new media than national averages. While Pew’s 2007 survey found that 63 percent of American teens go
online daily, 75 percent of our surveyed participants reported going online
daily and 85 percent reported going online at least a few times a week. Additionally, only 1 percent of our survey participants had never been online,
whereas Pew’s 2007 survey found a nonuse rate of 6 percent.3 In terms of
daily communications, our survey participants again outpace those found by
Pew in the fall of 2007: IM (Digital Youth Project (DY) 50 percent, Pew 29
percent), text messaging (DY 43 percent, Pew 36 percent), talking on a mobile
phone (DY 56 percent, Pew 35 percent), and using a social network site (DY
46 percent, Pew 23 percent).4 If our survey participants tend to be more
engaged with media than the national average, it would not be surprising
because our sites and participants were often chosen based on having already
demonstrated some affiliation with new media. This was particularly true of
the online and/or interest-driven sites.
While the national surveys by Pew, Kaiser, and USC tend to illustrate
widely pervasive engagement with media, they also highlight ways in which
media access and use vary according to demographic distinctions in age,
gender, socioeconomic status, and ethnicity. In terms of variations that
correspond to age divisions, Pew’s fall 2007 survey found that a significantly
higher proportion of older teens (defined as fifteen- to seventeen-year-olds)
go online daily, own mobile phones, and communicate daily via mobile
phone calls, text messages, IMs, and messages through social network
sites (Lenhart et al. 2008). With respect to gender distinctions, the same
Pew survey found that a significantly greater proportion of teenage girls than
boys owned mobile phones and communicated daily via text messaging,
talking on mobile phones, talking on landlines, sending IMs, and messaging
through a social network site (Lenhart et al. 2008). The Kaiser survey found
that girls spent significantly more time than boys listening to music and
significantly less time than boys playing video games (Rideout, Roberts, and
Foehr 2005).
33
34
Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
In terms of variation in measures of access and use that corresponded to
distinctions in socioeconomic status—often measured as based on household
income and/or the level of parental education obtained—Pew’s 2007 survey
and Kaiser’s survey both found that youth living in the most economically
disadvantaged households had significantly lower rates of Internet access in
the home and tended to rely on nonhome locations, such as schools and
libraries, to access the Internet. In the case of the Pew survey, 70 percent of
teens living in households with an income of less than $30,000 per year had
Internet access in the home whereas 99 percent of teens living in households
with earnings of $75,000 per year or more had such access (Lenhart et al.
2008). Both Pew and Kaiser found that youth from higher-income households
go online more frequently than youth from lower-income households—39
percent of teens living in households earning less than $30,000 per year go
online daily whereas 75 percent of teens from households earning more than
$75,000 per year go online daily (Lenhart et al. 2008; Rideout, Roberts, and
Foehr 2005). In 2007 Pew also found that teens from more well-off households
are significantly more likely to own mobile phones. Finally, in terms of variations that correspond to distinctions in ethnic identifiers, Pew’s 2007 survey
and Kaiser’s survey both found that minorities (blacks and Hispanics) were
significantly more likely to rely on nonhome locations to access the Internet
(Lenhart et al. 2008; Rideout, Roberts, and Foehr 2005). Additionally, Pew
found that a significantly greater share of white teens went online daily than
black teens, reporting 67 percent and 53 percent, respectively. Last, Pew found
a significant difference in the proportion of white teens who had broadband
access in the home when compared to broadband access in black and Hispanic
households—70 percent, 56 percent, and 60 percent, respectively.
Some aspects of these national surveys shed light on some of the themes
noted in this book: namely the friendship-driven and interest-driven practices. In terms of friendship-driven practices, the most illustrative survey data
are those that indicate patterns of ownership, access, and use of communication technologies such as mobile phones, IM, and social network sites. While
the current indicators used by Pew and others do not differentiate when
teenagers use these technologies to communicate with friends versus communicate with family members and other members of the youth’s social
world, a few trends are worth noting.5 For one, Pew’s 2007 survey finds that
both gender and age distinctions map to significant differences in several
factors related to communications. Girls and older teens are more likely
to own a mobile phone than boys and younger teens; additionally, both
girls and older teens are significantly more likely to make a mobile phone
call, send a text message, send an IM, or send a message through a social
network site (Lenhart et al. 2008). Another noteworthy trend indicated by
the Pew data is what Lenhart and her colleagues (2007) refer to as “super
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35
communicators.” The term is meant to refer to the finding that those who
communicate using multiple technologies and channels—phone calls, text
messages, IMs, social network sites—not only communicate more in aggregate
than teens who use fewer channels but they also tend to communicate more
frequently within each channel.
Regrettably, there are fewer survey data for making comparisons to what
we have characterized as interest-driven practices. USC’s 2008 Digital Future
Report surveyed some activities that could, but do not necessarily, indicate
interest-driven practices. In its survey it asks about participation in, and
attitudes about, online communities, which it defines as “a group that shares
thoughts or ideas, or works on common projects through electronic communication only” (USC Digital Future Report Highlights 2008, 8). While the
overall percentage of respondents who reported participating in an online
community was relatively small—15 percent of all respondents—the authors
note that this rate has more than doubled in three years. Of those who participate, more than half reported that the community related to a hobby.
Many of the interest-driven practices we account for in this report could be
seen as reasonably fitting this definition, but a few problems limit a more
direct mapping. For one, we show examples of interest-driven participation
that does not take place solely, or at all, through electronic communications.
Additionally, the USC Digital Future report surveys adults and youth. While
participation in online communities is on the rise, a majority of adults with
children reported being uncomfortable having their children participate in
online communities—65 percent reported feeling uncomfortable whereas
only 15 percent felt comfortable. This last indicator suggests that spreading
youth participation in online venues for interest-driven participation will
likely require a change of attitude among adult populations.
Genres of Participation: Hanging Out, Messing Around, and Geeking Out
How does young people’s social and cultural participation shape new media
engagement, interest, and expertise? Throughout this project, our challenge has been to develop frameworks that help us understand youth participation in different social groups and cultural affiliations, a framing that
is in line with approaches that see knowledge and expertise as embedded in
social groups with particular media identities. For example, James Paul Gee
(2003) has suggested that gaming is part of the construction of “affinity
groups,” where insiders and outsiders are defined by their participation in
a particular semiotic domain. Similarly, a communities-of-practice approach
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Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
to learning posits that the development of knowledge and expertise is
deeply integrated with being part of social groups engaged in joint activity
(Wenger 1998). In order to understand these forms of group practice and
identity, studies need to take into account an individual’s media engagement as well as the properties of social groups and cultural identity. While
quantitative studies (see box 1.1) can help us situate an individual’s media
engagement with specific media and technologies, we provide an ethnographic accounting of shared practices and cultural categories that structure
youth new media participation.
“Hanging out,” “messing around,” and “geeking out” describe differing
levels of investments in new media activities in a way that integrates an
understanding of technical, social, and cultural patterns. It is clear that
different youth at different times possess varying levels of technology- and
media-related expertise, interest, and motivation. The genres of participation that emerged from our research can be viewed as an alternative to
existing taxonomies of media engagement that generally are structured by
the type of media platform, frequency of media use, or structural categories
such as gender, age, or socioeconomic status. Quantitative studies customarily categorize people according to high and low media use, which is then
analyzed in relation to different social categories or outcomes of interest.
For example, the Kaiser Foundation report on “Generation M” (Rideout,
Roberts, and Foehr 2005) looks at how differing amounts of media exposure time relate to individual measures such as age, educational status, race
and ethnicity, school grades, or personal contentedness. Our approach is
closer to those of qualitative researchers who take a more holistic approach
to media engagement by focusing on how social and cultural categories
are cut from the same cloth as media engagement, rather than looking at
them as separate variables. For example, Holloway and Valentine (2003)
suggest the categories of “techno boys,” “lads,” “luddettes,” and “computer
competent girls” to understand how gender intersects with computerbased activity and competence. Sonia Livingstone (2002) suggests the
categories of “traditionalists,” “low media users,” “screen entertainment
fans,” and “specialists” to relate frequency of engagement with specific
media types to certain forms of social and cultural investments. However,
all these taxonomies are based on categorizing individuals in relation to
certain practices. By contrast, our genre-based approach emphasizes modes
of participation with media, not categories of individuals.
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37
The distinction between a genre-based approach centered on participation and a categorical approach based on individual characteristics is significant for a number of reasons. First, it enables us to move away from
the assumption that individuals have stable media identities that are independent of contexts and situations. In our work, we have observed how
many youth craft multiple media identities that they mobilize selectively
depending on context; they may be active on Facebook and part of the
party scene at school, but they may also have a set of friends online focused
on more specific interests related to gaming or creative production. Second,
the notion of genre moves away from a focus on media platform (TV,
computers, music, etc.) and shifts our attention to the crosscutting patterns
that are evident in media content, technology design, as well as in the
cultural referents that youth mobilize in their everyday communication.
Finally, genre analysis relies on what we believe is an appropriately interpretive model of analyzing social and cultural patterns. Rather than suggesting that we can clearly define a boundary between practices in a
categorical way, genres rely on an interpretation of an overall “package”
of style and form. Genres of participation take shape as an overall constellation of characteristics, and are constantly under negotiation and flux as
people experiment with new modes of communication and culture. In this
way, it is a construct amenable to our particular methods and approach to
looking at a dynamic and interrelated media ecology. Our approach is
ecological rather than categorical. In the remainder of this chapter, we turn
our attention to the three genres of participation, hanging out, messing
around, and geeking out, in an effort to define and describe how these
genres emerge through youth practice.
Hanging Out
The interdisciplinary literature on childhood and youth culture has established that coming of age in American culture is marked by a general shift
from given childhood social relationships, such as families and local communities, to peer- and friendship-centered social groups. Although the
particular nuances of these relationships vary in relation to ethnicity, class,
and particular family dynamics (Austin and Willard 1998; Bettie 2003;
Eckert 1989; Epstein 1998; Pascoe 2007a; Perry 2002; Snow 1987; Thorne
1993), the vast majority of the middle-school and high-school students we
interviewed expressed a desire to “hang around, meet friends, just be”
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Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
(Bloustein 2003, 166), as much and as often as possible, as part of their
burgeoning sense of independence. Given the institutional restrictions and
regulations placed on young people by schools, teachers, parents, and
neighborhood infrastructures, kids and teenagers throughout all our studies
invested a great deal of time and energy talking about and coordinating
opportunities to “hang out.” In the first part of this section, we examine
how youth mobilize new media communication to construct spaces for
copresence where they can engage in ongoing, lightweight social contact
that moves fluidly between online and offline contact. We continue by
discussing the ways in which new media content, such as music and online
video, becomes a part of young people’s social communication. Finally, we
consider how youth use new media to be present in multiple social spaces,
hanging out with friends in online space while pursuing other activities
concurrently offline.
Getting Together and Being Together
As we describe in this book’s
introduction, contemporary teens generally see their peers at school as
their primary reference point for socializing and identity construction.
At the same time, they remain largely dependent on adults for providing
space and new media and they possess limited opportunities to socialize
with peers and romantic partners without the supervision of adults. Young
people move between the context of the school, where they are physically
copresent but are limited in the kinds of social activities they can engage
in, and the context of the home, where they have more freedom to
set their social agendas but are not usually copresent with their peers.
Parental and official school rules, availability of unrestricted computer and
Internet access, competing responsibilities such as household chores, and
transportation frequently complicate efforts toward hanging out. Young
people who have ready access to mobile phones or the Internet, view
online communication as a persistent space of peer sociability where they
exercise autonomy for conversation that is private or primarily defined by
friends and peers. Although in most cases they would prefer to hang out
with their friends offline, the limits placed on their mobility and use of
space means that this is not always possible.
Chapters 2 and 3 describe the many mechanisms that youth mobilize
to keep in ongoing contact with their peers through social media. By
moving between the browsing of social network profiles, instant messaging
Media Ecologies
39
(IM), and phone conversations, youth experience a sense of hanging out
with their peers that is unique to online interaction, but that also has many
parallels to how kids hang out offline. The more passive and indirect mode
of checking people’s status updates on Facebook or MySpace, or exchanging lightweight text messages indicating general status (“I’m so tired,” “just
finished homework”), are examples of “ambient virtual co-presence” that
in many ways approximates the sharing of physical space (Ito and Okabe
2005b). Through these modalities, youth keep tabs on one another. At
other times, youth engage in more sustained and direct conversation,
such as when they start an IM chat or initiate a telephone call. C. J. Pascoe’s
box 1.3, “You Have Another World to Create,” for example, discusses
the ways in which a participant in her “Living Digital” study, Clarissa,
coordinates hanging out with friends and her girlfriend through MySpace
and LiveJournal and how she negotiates hanging out with an expanded
friend base within an online role-playing game. By flexibly mobilizing
different networked communications capabilities, young people circumvent some of the limits that prevent them from hanging out with their
friends.
When young people want to get together and hang out (for both online
and offline meetings), they typically go online first, since that is where
they are most likely to be able to connect. For example, Java, a white
twelve-year-old living in the suburbs, describes how she will first get permission from her mom, and then use email or IM to find a friend and ask
her over. “Well, if I just want a friend over I’ll ask my mom and she’ll say
yes or no. And if she says yes, then I’ll call them or ask them online or
email them or something.” After that, she and her friends must coordinate
with a parent to drive them to each other’s homes (Sims, Rural and Urban
Youth). Even when kids are independently mobile (e.g., if they can drive,
or if they live in a more urban context where public transportation is available), online media still remain the place where they find and connect
with their friends. For example, Champ, a nineteen-year-old Latino who
lives in Brooklyn, New York, with his mom and two sisters, discussed with
Christo Sims how hanging out has changed since the incorporation of
MySpace within his peer group:
Champ:
I guess before, before it was MySpace is, like, you just go outside,
whoever you bump into, you bump into ‘em. Whatever, you gotta do what
you gotta do. And, now, computer, like, you go talk to the people and like,
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Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
“Oh, what you doing?” “You wanna do this?” “All right. So, I’ll be over
there in ten minutes, five minutes.”
Christo: And that’s mostly on MySpace? You can see if they’re online now
or something like that?
Champ:
Yeah, like I was saying, online under their names. And, it has
like a little computer there. Click on their page and then like, “Yo, I was
about to come outside.” And, if [I] tell you “coming out, wanna meet up?”
Java and Champ use new media to help orchestrate face-to-face hanging
out, but their examples also reveal how proximity, or neighborhood, affects
their ability to get together. In rural and suburban California, young people
must mobilize parents and their vehicles for hanging out with friends who
are separated by greater distances, at least until teens are old enough to
drive or have friends who drive. By contrast, urban youth such as Champ
live close to friends and rely less on their parents for transportation because
they can take advantage of a more durable transportation system such as
that in New York. Champ and other urban youth more readily move
between online and offline sociality. In most of the cases we have seen,
youth rely to some extent on networked communication to facilitate
arranging offline meetings, these networked sites and communication
devices becoming an alternative hanging out site in its own right.
Sharing, Posting, Linking, and Forwarding
When teens are together
online and offline, they integrate new media within the informal hanging
out practices that have characterized peer social life ever since the postwar
era and the emergence of teens as a distinct leisure class (Snow 1987). As
we describe in the introduction, this era saw a growth in the number of
teens who attended high school and the emergence of a distinctive youth
culture that was tightly integrated with commercial popular cultural
products targeted to teens. The growth of an age-specific identity of
“teenagers” or “youth” was inextricably linked with the rise of commercial
popular culture as young people consumed popular music, fashion, film,
and television as part of their participation in peer culture (Cohen 1972;
Frank 1997; Gilbert 1986; Hine 1999). While the content and form of much
of popular culture has changed in the intervening decades, the core
practices of how youth engage with media as part of their hanging out
with peers remains resilient. In relation to gaming, Ito (2008b) has described
how children and youth traffic in popular media referents as part of their
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41
everyday sociability. She describes how contemporary media mixes such
as Pokémon enable kids to develop identities in peer culture in relation to
customizable, interactive media forms. This “hypersocial” social exchange
is more generally a process through which people use specific media as
tokens of identity, taste, and style to understand and display who they are
in relation to their peers. While hanging out with their friends, youth
develop and discuss their taste in music, their knowledge of television and
movies, and their expertise in gaming, practices that become part and
parcel of sociability in youth culture.
One of the most common ways that kids hang out together with media
is listening to music, a practice that stands as a source of affinity among
friends. In fact, rock and roll was a central piece of the emergence of youth
culture (Snow 1987). Technologies for storing, sharing, and listening to
music are now ubiquitous among youth. Indeed, only 2 percent of the
youth we interviewed reported not owning a portable music player. In
addition, digital music formats are increasingly dominant. Among our
respondents, 88 percent reported downloading music or videos over the
Internet and 74 percent reported that they had shared files (music or other)
over the Internet. Two practices related to music were particularly prominent among the teens in our study: First, teens frequently displayed
their musical tastes and preferences on MySpace profiles and in other
online venues by posting information and images related to favorite artists,
clips and links to songs and videos, and song lyrics. Second, sharing and
listening to music continues to be an important practice and something
that teens do together when they are hanging out. For example, sixteenyear-old Sasha, a teenager from Michigan who participated in danah boyd’s
interviews (Teen Sociality in Networked Publics), outlines how acquiring
music is an important part of hanging out in her life because she can get
free music from her friends. “I use like the iTunes store, but I don’t have
any more money, so I just go over to my friends’ houses and plug in to
their computer and get songs off of there.” Sites such as MySpace often
extend this kind of music-driven sociability online, where young people
can add music to their own profiles and view one another’s musical preferences. As Mae Williams, a sixteen-year-old teen in Christo Sims’s study of
rural California (Rural and Urban Youth), explains, “That’s the one thing
MySpace is good for, is that you can actually browse through music pretty
easily. And so you can select a genre and you can go through other people’s
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Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
[profiles] and sometimes if I see a name that keeps popping up, I’ll be like,
‘Oh, this guy must be halfway good.’ ” As with earlier forms of music
sharing, the digital music on iPods and MySpace profiles are still about the
sharing of media and media tastes with friends and local peers. Digital
technologies enhance these practices by making music more readily available to youth for listening and sharing in a wider variety of contexts.
Many teens also view new media as something to do while they are
hanging out with their friends. One example of hanging out with media
can be found in box 1.2, in which Lisa Tripp describes the media ecology
of Michelle, a twelve-year-old girl from Los Angeles who uses television,
online media, and books for entertainment when she is hanging out at
home with her mother or with friends. Like other youth, Michelle uses
MySpace to connect with friends when they cannot hang out in person.
As discussed at length in chapter 5, boys often prefer to play games when
they are together. A white ten-year-old boy, dragon, who was part of
Heather Horst’s study of Silicon Valley Families, illustrates that hanging
out together in a game is important when friends are in different locations
and time zones. At the time of his interview, dragon had recently moved
from the U.S. East Coast to the West Coast. While he was making friends
at his new school, he regularly went online after school to play RuneScape
on the same server as his friends back east. In addition to playing and
typing messages together, dragon and his friends also use the phone to call
each other using three-way calling,. Dragon then places the phone on
speakerphone, filling the house with the sounds of ten-year-old boys
arguing and yelling about who killed whom, why one person was slow,
and reliving other aspects of the game.
Box 1.2
Michelle
Lisa Tripp
Michelle Vargas lives in the San Fernando Valley region of Los Angeles. She
is a twelve-year-old girl, just finishing the seventh grade at Cameron Middle
School, where Lisa Tripp and Becky Herr-Stephenson conducted fieldwork
(Los Angeles Middle Schools). Michelle is being raised by her mother, Rose,
who immigrated to the United States from El Salvador years before Michelle
was born. The two share a bedroom in an immaculately clean apartment and
rent their second bedroom to a cousin. Rose works as the apartment manager
Media Ecologies
for the complex where they live, and sometimes she cleans houses on the
weekends. She describes herself as both a strict and loving mom. Rose
explains, “Me gusta que [Michelle] ande conmigo. Yo soy con ella como su amiga,
su hermana, su mamá, todo. Así lo siento yo.” (“I like her [Michelle] to be with
me. I am like her girlfriend, her sister, her mom, all of that. That’s the way I
feel.”) When Michelle is not at school, she spends most of her free time at
home. Sometimes on weekends she helps her mom at work, or the two do
other things together, such as go to a birthday party or stay home and watch
a DVD. A recent favorite movie was Grease, which she and her mom have
watched in both English and Spanish.
Michelle is not allowed to watch TV on school days, with two exceptions.
She can watch the news if she wants to and, every night after dinner, she
and her mom have a special date to watch La Tremenda, a popular Spanishlanguage soap opera, or telenovela. At the end of the school week the TV
restrictions are lifted. As Michelle explains, “On Fridays, my mom can’t tell
me nothing, because I’m watching TV!”
Michelle likes watching mainstream “kid shows” such as Phil of the Future,
That’s So Raven, Danny Phantom, The Suite Life of Zach and Cody, and Hannah
Montana, as well as “little kid” shows such as Winnie the Pooh and Blue’s Clues.
She is also a major fan of High School Musical and considers teen idol Zac
Efron her absolute favorite. Her friends are also fans of the shows, and sometimes she will call one of her friends and say, “Turn it on, turn it on,” so they
can watch a TV show at the same time. When Michelle gets the chance to
go online for fun, her favorite thing to do is play games based on these shows,
especially the maze games on the Disney Channel website.
Michelle listens to music around the house while hanging out in her room
or doing chores and when she is in the car riding around with her mom. She
has a CD player but longs for an iPod, and she claims to like “any kind of
music, except country.” She gets most of her music by downloading it from
the Internet, either buying it from iTunes or getting it for free from LimeWire
(see figure 1.1). She often burns music on CDs to give to her friends—many
of whom either do not have a computer or do not know how to burn CDs.
She says she sometimes feels “too lazy” to help them, however, so they have
to wait.
Michelle is also an avid reader. She keeps a bookshelf in her bedroom
stocked with young-adult literature. The books come from her mom’s boss,
who regularly gives the family hand-me-down books. Michelle tries to read
for about an hour before bed every night. This sets her apart from the rest
of her friends, who engage in little to no pleasure reading. Michelle has a
learning disability and reads at approximately a third-grade level, and she
takes her time reading a book. When she comes across a word she does not
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Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
Figure 1.1
Michelle looking around online. Photo by Lisa Tripp, 2006.
understand, she writes down the word and asks her teachers at school for
help. Some of her recent favorite books include Thoroughbred: A Horse Called
Wonder, Sideways Stories from Wayside School, and Harry Potter, which took her
about three months to read.
Rose helps Michelle with reading and doing homework to the extent that
she can, but she speaks limited English and studied up to only the eighth
grade in her native El Salvador. This makes providing homework help difficult. Rose bought a computer and pays for high-speed Internet, all to help
Michelle complete school assignments. At the same time, Rose worries a
lot about Michelle visiting websites such as MySpace, where she fears her
daughter might get in to trouble, talk to strangers, or be the target of sexual
predators. She also worries that Michelle will waste time playing online games
instead of doing her homework. As a result, the computer is kept in the living
room, where Rose can keep an eye on what Michelle is doing and, if Rose has
to leave the house, she often takes the modem with her to keep Michelle
from going online unsupervised. Sometimes when Rose is not looking,
Michelle sneaks online to one of her favorite sites. When she gets caught, she
yells back at her mom, “I’m not doing anything wrong!”
Several of Michelle’s friends have MySpace pages, and Michelle has one too.
From Michelle’s perspective, the site is fun because it allows her another way
Media Ecologies
to talk to her friends. She likes leaving messages for her friends on MySpace,
or reading messages they have left for her, and sometimes she likes to type
back and forth with them and talk on the phone at the same time. Michelle
thinks her mom’s fears about the Internet are misplaced and that her mom
is just overreacting to scare stories on the news. “I just type to my friends.
That’s all I do,” she explains. “Like, I don’t talk to people I don’t know.”
On other occasions, mother and daughter use the computer for more collaborative endeavors. Rose likes to send email to a friend in El Salvador and
to her twenty-six-year-old son, who lives in Texas, but she does not know
how to do it without help. According to Rose, she types her own email messages and then asks her daughter, “Hija ven: ¿cómo le tengo que hacer aquí?”
(“Hey, come here: What do I need to do here?”) Michelle then helps her
send the email. More recently, Michelle has been giving her mom lessons
on how to pay bills online and how to create birthday cards. Rose explains,
“Ella me ha enseñado a usar todo lo de la computadora . . . todo que ha aprendido
en la escuela.” (“Michelle has taught me how to do everything on the
computer . . . everything she has learned at school.”)
For Rose, not knowing as much about the computer as Michelle produces
a great deal of anxiety and leads her to closely supervise and often limit her
daughter’s time online, particularly for “hanging out” and “messing around.”
Thus while Michelle is able to go online outside school more readily than
most of her classmates (because she has home Internet access), her mother’s
concerns ultimately lead to Michelle having less time online for open-ended
exploration and self-directed inquiry than might otherwise be possible.
At school this year Michelle has been part of a special program in which
students create media art projects, such as graphic art images and short
videos. The program has given Michelle her first chance to use PowerPoint
and iMovie, and she already has learned enough to help other students learn
the software. The class was Michelle’s favorite, and she thinks that creating
media projects for a school project “just helps her learn better.” At the same
time, she still had difficulty with the reading and writing part of the process,
such as doing research online and writing a script for her video. “I did not
like that part,” she explains. “It was so boring.” It is likely that Michelle found
parts of the media production process in school “boring” because they were
teacher-driven exercises, designed to achieve goals mandated by the school
curriculum and teacher lesson plans. Unlike how Michelle and her classmates
typically engage in “youth-driven” practices with media, at school they have
much less input into defining the goals and content of their media production work. Outside school, Michelle loves taking photos of her friends and
family on her mom’s mobile phone, and some day she would like to make
more videos with her friends . . . but just of them hanging out together. She
says she will “skip the script writing part.”
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Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
During the course of our three-year study, many of the American teenagers we interviewed also became regular viewers of short videos and television programs on sites such as YouTube. Although most youth still watch
television shows on a television set, there has been a rapid growth of
TV-show viewing on YouTube. In her study “Self-Production through
YouTube,” Sonja Baumer describes how watching television shows on
YouTube differs from traditional viewing because of the overlay of social
information and networks, enabling viewers to engage in a kind of lightweight hanging out with other viewers, even if they may not be spatially
or temporally copresent. YouTube videos are contextualized by YouTube
participants who provide a layer of opinion and linking that differs from
the ways in which television has traditionally been organized by channels
and networks. As KT, an eighteen-year-old male from suburban California,
describes: “I go to the most-viewed page. . . . Mostly I want to know what’s
up, what’s cool, like what was funny on the Colbert Report yesterday, and
it is just there. You can browse and look for stuff. Awesome!” Similarly,
“When I start watching YouTube, I cannot stop. Each video takes me to
another video. . . . It takes me to the author’s profile page. . . . I like to click
on related videos that YouTube gives you on the side, you know what I
mean. . . . There are always pointers to other videos.”
We see this hypersocial mode of video viewing in a more immediate and
socially interactive way when youth view videos together offline. Video
downloads and sites such as YouTube mean that youth can view media at
times and in locations that are convenient and social, provided they have
access to high-speed Internet. At the after-school center where Dan Perkel,
Christo Sims, and Judd Antin observed students in their study, “The Social
Dynamics of Media Production,” they began seeing youth gathering in
front of a computer during downtime, watching episodes of Family Guy on
YouTube. For college students in dorm rooms, the computer often became
the primary TV-viewing mechanism. High bandwidth connections mean
that there is little need for the added expense and clutter of a TV purchase.
Ryan, a seventeen-year-old white working-class student in high school in
urban California who participated in C. J. Pascoe’s “Living Digital” study,
describes hanging out with his friend John while they were on a schoolsponsored ski trip. He describes how they went online together and “pretty
much just grabbed videos, and laughed at a bunch of shock stuff,” meaning
videos that involved “death, and crazy accidents, and people like, torture
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47
cams and stuff like that, just because I’ve never been exposed to that.”
Ryan was able to share his reactions to these extreme videos with a friend
at an opportune moment when they returned to their rooms for the night
after a school-sanctioned outing. In effect, access to rich, networked media
enables youth to engage in social activity around video in the diverse settings of their everyday lives. This ready availability of multiple forms of
media in diverse contexts of daily life means that media content is increasingly central to everyday communication and identity construction.
Work-Arounds, Back Channels, and Multitasking Unlike other genres
of participation we discuss in which individuals justify that the activities
are “productive” and/or possess the potential for secondary skills, the
practice of hanging out is usually not seen by parents and teachers as
supporting productive learning. Many parents, teachers, and other adults
we interviewed described kids’ and teenagers’ inclination toward hanging
out as “a waste of time,” a stance that seemed to be heightened when
hanging out was supported by new media. Not surprisingly, teenagers
reported considerable restrictions and regulations tied to hanging out in
and through new media. Sites such as MySpace, which are central to
hanging out genres of participation, are often restricted by parents and
blocked in schools. In their examination of schools in Southern California
(Los Angeles Middle Schools), Lisa Tripp and Becky Herr-Stephenson find
that schools generally provide students with the opportunity to log on to
the Internet in a school library before school, during lunch or other free
periods, or after school. While students in schools with media and
technology resources frequently obtain access to the Internet in classrooms
using mobile laptop labs or small centers with three or four desktops in an
area of the classroom, gaining access to the library is a more complex
process of obtaining passes and working in strict silence, and students tend
to use the library infrequently aside from class periods during which the
entire class would visit the library to do research. Moreover, teachers and
schools attempt to determine appropriate use of those resources. The desire
to restrict hanging-out practices at school in favor of keeping students “on
task” while using media and technology for production or research,
combined with concerns about which media and websites are suitable for
citation (e.g., Wikipedia and .edu sites), can prompt teachers and principals
to develop rules about the appropriate use of media structures.
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Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
In response to these regulations, teenagers develop work-arounds, ways
to subvert institutional barriers to hanging out while in school (see Thorne
1993 on the concept of underground economies in the classroom). C. J.
Pascoe (Living Digital) reports that teenagers in her study regularly used
proxy servers to get online at school. She also notes that many of the kids
she spoke with seemed to know which students were experts at finding
available proxy servers. During one of her interviews at California Digital
Arts School (CDAS),6 one teen wanted to show Pascoe his MySpace profile,
but he could not because the school’s server blocked the site. He spent
thirty minutes during the interview tracking down one of the school’s
experts on proxy servers. Unfortunately, when the proxy expert sat down
to log on to the proxy, he discovered that school officials had already
blocked the server, forcing him to start a search for a new server. Karl, a
fifteen-year-old mixed-race student in San Francisco, attested to the fact
that teenagers who want to hang out with their friends will find ways to
use MySpace in the school library even though the school bans access
to the site. As Dan Perkel (MySpace Profile Production) describes, “while
wiggling his fingers in the air in front of an imaginary keyboard, a sly
look crosses his face as if to show how sneaky people are and also the big
grin on his face as he confirms, ‘They can’t ban MySpace!’ ” Karl’s general
attitude toward bending the rules in the name of maintaining contact with
his friends throughout the day is mirrored in Liz’s and her boyfriend’s
use of text messaging. Liz, a sixteen-year-old high-school student who lives
in a middle-class suburb in the San Francisco Bay Area, highlights the
importance to her friends of back-channel communication:
C.J.: And so why is texting such a big deal?
Liz:
You want to talk in class, but then like you’re in different classes and
so this is the only way you can talk to them. Or you just aren’t allowed to
talk in class [and] your friend is sitting next to you, so you text. Or write
notes. But nobody writes notes anymore. . . .
Liz’s boyfriend: Yeah, it replaced the note.
Liz:
Nobody.
C.J.: There’s none of the elaborately folded?
Liz:
We sit next to each other, so sometimes we write little notes and
then usually the teacher takes it away because we’re right in front of them.
But we’re not even talking about anything. But then if we’re across the
room then he’ll start texting me and I text someone else. And then if you’re
in other classrooms you definitely need to text. . . . (Pascoe, Living Digital)
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49
Like many of the other participants in our studies, Liz and her boyfriend
reveal how hanging out with friends, boyfriends, and girlfriends represents
a continuation of practices that have been pervasive among American
teenagers in the school setting since the 1950s. Rather than mouthing
words behind a teacher’s back or secretly passing notes underneath tables
and desks at school, texting or sending short messaging services (SMS) on
the mobile phone now facilitates communication.
These work-arounds and back channels are ways in which kids hang out
together, even in settings that are not officially sanctioned for hanging out.
This happens in settings such as the classroom, where talking socially to
peers is explicitly frowned upon, as well as at home when young people
are separated from their friends and peers. Just as recent studies indicate
that “multitasking,” or engaging in multiple media activities at the same
time, is on the rise among kids (Roberts and Foehr 2008), we note that the
teens in our studies are becoming particularly adept at maintaining a continuous presence in multiple social communication contexts. We also see
kids hanging out or engaging in multiple social contexts concurrently.
Derrick, a sixteen-year-old Dominican American living in Brooklyn, New
York, explains to Christo Sims (Rural and Urban Youth) the ways he moves
between using new media and hanging out.
Derrick: My homeboy usually be on his Sidekick, like somebody usually
be on a Sidekick or somebody has a PSP or something like always are
texting or something on AIM. A lot of people that I be with usually on
AIM on their cell phones on their Nextels, on their Boost, on AIM or
usually on their phone like he kept getting called, always getting called.
Christo: So even when you’re just hanging out they’re constantly texting
and all that?
Derrick: Getting phone calls.
Christo: What . . . to find out what’s going on or what do you think
they’re usually like?
Derrick: Just to meet up with everybody, just to stay in contact.
As Derrick’s discussion suggests, even when teenagers and kids are hanging
out in a face-to-face group, many feel the need to stay connected to other
teens who are not there. The drive to hang out, and the use of new media
to coordinate such endeavors, continues even when there may be a copresent, cohesive group. Playing games, making videos, and listening to music
may well be the focus when teens are hanging out, yet they may also
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become part of the background, something to do when teens are waiting
for other people to come and other plans to develop. Moreover, there may
be multiple activities occurring at the same time while kids and teens are
hanging out together. As Christo Sims notes in one of his field notes from
“Rural and Urban Youth,” “When I was in rural California, I saw a few
boys playing a console game, another carrying on an ongoing text-message
conversation, and another one making food,” all in the same room together.
The layering of media and social interaction is part of a changing media
ecology that youth inhabit, where they are in persistent touch with friends
and intimates through networked communication while accessing popular
and commercial media in varied settings. The social desire to share space
and experiences with friends is supported now by a networked and digital
media ecology that enables these fluid shifts in attention and copresence
between online and offline contexts.
Box 1.3
“You Have Another World to Create”: Teens and Online
Hangouts
C. J. Pascoe
Tall and lithe, white seventeen-year-old Clarissa moves with the grace and
the particular upright posture of a ballerina, a lasting effect of her years of
participation in dance. Her long blond hair is often braided and woven in a
complicated pattern across the nape of her neck. She laughs easily, and she
frequently accents her lively eyes by drawing a lacy circular pattern in silver
glitter below her left eye. She lives with her parents and two younger siblings
in a small unincorporated working-class suburb of San Francisco. Clarissa says
that she is not a particularly avid user of technology since she “doesn’t even
look” at a computer until she gets to school and laments the fact that her
mobile phone is so “old school” that she cannot use it to send text messages.
Clarissa represents many teens in her casual technology use—using new
media as a meeting place, a place to foster romantic relationships, and a place
to engage in hobbies. These digital environments have grown increasingly
important as pastimes and socializing places for Clarissa because she recently
suffered a debilitating leg injury that robbed her of the ability to engage in
her first passion, ballet.
Like other teens I have spoken with, Clarissa and her girlfriend, Genevre,
play out much of their relationship through digital media. Clarissa and
Genevre share online spaces in a variety of ways. They publicly declare their
Media Ecologies
relationship status and affection for one another on their social networking
pages, share their passwords, and have created a blog together. Clarissa said
that when she first gets home she checks her MySpace page. Her avatar features her girlfriend and her kissing on the bus on the way to their senior
picnic. Her list of “Top 8” friends prominently features Genevre in addition
to her other close friends. Genevre’s presence is threaded throughout the
page, from the pictures of Clarissa and her at prom to the notes declaring
love and support Genevre leaves for Clarissa.
During our interview, Clarissa expressed surprise when we logged on to
her MySpace and saw a new addition to her site, saying to me that her girlfriend must have added it. Clarissa explained that because she shared her
password with Genevre, “I have not done my MySpace. It’s all my girlfriend,
except a very little bit of it. My girlfriend’s done all the colors and all that.”
Recently, Genevre changed Clarissa’s website again, altering the background
from a ballet dancer’s foot en pointe to a background of fanciful colored
hearts and transforming the text from a standard font to a whimsical
large script. She also changed Clarissa’s avatar to a picture of her friends.
Flirtatiously, Genevre left a note on the site reading, “So . . . yet again . . .
Clarissa was hacked. . . . Her girlfriend was bored and her MySpace was boring,
so I spiced it up!”
Beyond the intimacy they created by sharing a password, the couple keeps
a blog together on LiveJournal. While the site itself is public, Clarissa says, “I
do a lot of private entries that my girlfriend and I can read, because we know
each other’s passwords.” When Genevre took a motorcycle trip for a week,
Clarissa said good-bye and wished her well by posting a picture of an elaborate
rose accompanied by a poem. In this way the two could remain digitally
linked, a way of being together even when they were not.
In addition to her MySpace and LiveJournal sites, Clarissa spends much
of her online time on Faraway Lands,7 her preferred hangout. Clarissa
describes Faraway Lands as a “really nice-quality, good, inviting, comfortable,
fun place to be.” She finds it to be a community of supportive friends who
have high writing standards and creativity. Members must write intricate
character applications to join the site. These character applications are
essentially 25,000-word descriptions of a given character, its race, its history,
and its location. For Clarissa, an aspiring writer and filmmaker, this site
allows her to use “words like clay to create whatever stories suit your fancy.”
She finds the community to be a “nurturing” one in which she is “able to
fully develop intricate personalities and plots that in computer games, sports,
and academics are simply not possible.” Faraway Lands is a text-based site
where members weave long and detailed tales about their characters’ quests
and adventures.
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Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
In this online hangout Clarissa has made many friends and transcended
her local boundaries. While people of all ages are on this site, “most of the
people that I’ve interacted with are in my age group. It’s sort of cool ‘cause
they’re far away and sort of fun.” On Faraway Lands she is simultaneously in
character and out of character as she hangs out and chats on an Internet relay
channel. During these chats, she has made friends all over the world, telling
me, “I know a guy in Spain now and fun stuff like that.” She and her friend
from Spain are in the middle of planning a new role play in which his evil
character tries to hire one of Clarissa’s characters, Saloria, as an apprentice
(see figure 1.2).
Clarissa’s stories involve themes of fantasy, triumph, and escape. Her
character Saloria, for instance, grew up in a poor neighborhood and was raised
by a “loving community” rather than a nuclear family. As a teen, Saloria
leaves this community to seek her fortune in the wider world. However, she
soon realizes that, as a single woman, the world is a dangerous place. Saloriathen decides to live her life as a man “because men have it better. So she
spends her days as a man.” During the day, as a man, Saloria performs “roadwork around the city. She’s a happy-go-lucky charming young fellow.” At
night “she’s a crazy lady who has fun.” Clarissa drew on her real-life experience to create Saloria. She recalled fondly stories of adventurous women.
Figure 1.2
Saloria. Photo titled “Little Red Bird” by Cathy Hookey, 2006–2008, http://
little-red-pumpkin.deviantart.com.
Media Ecologies
She “loved those women who would go on these voyages acting
they were boys for months, and months, and months. It was daring
crazy. And I was like, ‘I want to do that. That would be fun.’“ While
sort of adventuring is not feasible for Clarissa, her characters can
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like
and
this
live
out these fantasies. She sums up Saloria’s story by saying, “It just started
with that, the freedom of being a boy.” Through this particular role
play, Clarissa grapples with intense issues of adolescent identity work
and imagines her way out of some of the gendered expectations faced by
teenage girls.
Faraway Lands also provides a forum in which Clarissa can be creative and
hone her writing skills. She and her role-playing friends critique one another’s
writing and stories. She and a fellow role player from Oregon “had this sort
of thing where we were reviewing each other’s work all the time ’cause he
just wanted all the input he could get.” The creative aspect of this site is part
of what drew Clarissa to Faraway Lands. “It’s something I can do in my spare
time, be creative and write and not have to be graded. . . . You know how in
school you’re creative, but you’re doing it for a grade so it doesn’t really
count?” Unlike in school, where teens live in a world of hierarchical relations—where they are graded, run the risk of getting in trouble, and must
obey all sorts of status- and age-oriented rules—in Faraway Lands Clarissa is
evaluated on her creativity and artistic ability.
Clarissa struggles with some normal teenage challenges—finding time for
her girlfriend, power-struggling with her father, lacking money, and figuring
out a path to college—and some unusual challenges—having a disabled
brother, being involved in a same-sex relationship, and suffering a severe leg
injury. While she might be particular in her use of the Internet as a space to
role-play, her story is a compelling one with which to think through possibilities of the Internet as a semipublic, third space for teens to hang out in. These
digital spaces are particularly interesting because of the variety of hangout
options they afford. As Clarissa illustrates, teens can do public-identity work
by setting up sites defining “who they are”; they can maintain and deepen
romantic relationships; and they can make new friends, play, be creative, and
be treated as competent artistic producers.
Messing Around
The second genre of participation prevalent among American teenagers
is what we have termed “messing around.” Whereas hanging out is a
genre of participation that corresponds largely with friendship-driven practices in which engagement with new media is motivated by the desire to
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maintain connections with friends, messing around as a genre of participation represents the beginning of a more intense engagement with new
media. In the first section on “Looking Around,” we focus on the ways in
which kids use search engines and other online information sources to find
information, a practice we call “fortuitous searching.” The second section
attends to the importance of “Experimentation and Play” in facilitating
learning about the way a particular medium works, particularly through
the processes of trial and error. The final section, “Finding the Time,
Finding the Place,” outlines many of the conditions or environments that
are conducive to young people’s efforts to engage with new media through
illustrations of young people seeking out and taking advantage of the
resources available to them at home, at friends’ homes, and at after-school
programs and in other institutional contexts.
Looking Around One of the first points of entry for messing around with
new media is the practice of looking around for information online. As
Eagleton and Dobler (2007), Hargittai (2004; 2007), Robinson (2007), and
others have noted, the growing availability of information in online spaces
has started to transform young people’s attitudes toward the availability
and accessibility of information (Hargittai and Hinnant 2006; USC Center
for the Digital Future 2004). Among our study participants who completed
the Digital Kids Questionnaire, 87 percent reported using a search engine
at least once per week, varying from Google to Yahoo! and Wikipedia as
well as other more specialized sites for information.8 The vast majority of
the young people we interviewed engaged in “fortuitous searching,” a term
that distinguishes itself as more open ended as opposed to being goal
directed. Rather than finding discrete forms of information, such as the
exchange rate between the United States and Great Britain, the color of a
particular flower, or the name of the twentieth U.S. president, fortuitous
searching involves moving from link to link, looking around for what
many teenagers describe as “random” information. As seventeen-year-old
Carlos, a Latino from the San Francisco bay area described the process to
Dan Perkel (MySpace Profile Production), “I was just going through
Google . . . it just gives a lot of websites. So I just started finding these . . .
I put Google . . . then it took me to a website and it had a lot of different
stuff. . . .”
Despite the seemingly roundabout method of following links described
by Carlos, teens’ online research can be quite focused. Many searches
Media Ecologies
55
involve finding information to facilitate the completion of homework and
school projects, looking for a “cheat” for a particular game (see chapter 5),
or looking for a way to complete a particular task. However, the nature of
search engines and the organization of information on search results pages
enables teenagers who are interested in a topic to find out more by clicking
from one link to another.
Fortuitous searching represents a strategy for finding information
and reading online that is different from the way kids are taught to
research and review information in texts at school. Students are taught
to use tools such as identifying a purpose for reading, activating prior
knowledge, predicting the content of the text before and during reading,
and summarizing or discussing the text after reading in order to improve
their skills in finding and comprehending information in both traditional
and online resources (Eagleton and Dobler 2007; Graves, Juel, and Graves
2001). By contrast, fortuitous searching relies upon the intuition of the
search engine and the predictive abilities of the reader. Eagleton and
Dobler write:
Readers of web texts rely on a similar process of making, confirming, and adjusting
predictions. However, not only do web readers make predictions about what is to
come in the text (and within other multimedia elements), they also make predictions about how to move through the text in order to find information. When a
reader who wants to know more about how to do an olley on a skateboard and
clicks on the hyperlink “olley,” she is mentally making a prediction that this link
will lead her to learn more about this skateboarding trick. (37)
Indeed, participants’ skills in navigating large numbers of pages and using
appropriate search terms indicate proficiency at predicting the information
available to them online.
Kids often will look around online to find material for creative production. For example, we have seen kids use fortuitous searching to find
materials for customization, appropriation, and alteration of their MySpace
pages. As Perkel (2008) notes, copying and pasting has become a prevalent
practice among American teenagers who want to update and alter their
MySpace pages (see also chapter 6). Many of the tips or guides for changing
a MySpace page (such as embedding images and videos and uploading
pictures) are online—on other people’s profiles, in online guides, and on
the MySpace site itself. Many kids use a variety of search sites’ strategies
to obtain information about their interests (Robinson, Wikipedia and
Information Evaluation). Nineteen-year-old Torus, an Indian Italian who
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lives in the Los Angeles area, described to Patricia Lange (YouTube and
Video Bloggers) how he looks on Wikipedia for information about games
he is interested in. “I actually went on recently to learn about one aspect
of [a particular type of mod]. There’s some card game inside the game
and I didn’t understand it so I went on Wikipedia and Wikipedia told me,
as usual.” Similarly, Christo Sims interviewed eighth grader MaxPower, a
white fourteen-year-old living in a middle-class area of rural California
(Rural and Urban Youth), who expressed a strong interest in music.
MaxPower learned about music in some of the traditional ways, such as
watching music videos on television. However, after a song or a band
piqued his interest, he turned to online sites, searching for a particular
band on iTunes, doing a Google search to learn more about the band, or
identifying Google images to download a picture for his binder. When he
liked what he saw, he sometimes bought music, and if he really liked it,
he would burn a copy for his friends.
The youth we spoke to who were deeply invested in specific media practices often described a period in which they discovered their own pathways
to relevant information by looking around. Unlike MySpace profiles, where
many kids can find local experts, kids with more specialized interests often
need to rely on online resources for an initial introduction to a particular
area. While the lack of local resources can make some kids feel isolated or
in the dark, the increasing availability of search engines and networked
publics where they can “lurk” (such as in web forums, chat channels, etc.)
effectively lowers the barriers to entry and thus makes it easier to look
around and, in some cases, dabble or mess around anonymously. Without
having to risk displaying their ignorance, they find that opportunities for
legitimate peripheral participation (Lave and Wenger 1991) abound online.
For example, SnafuDave,9 a web comics creator described in box 7.1,
explains how he learned many of his initial graphics skills from online
tutorials and web forums before becoming an active participant in a web
comics community. Similarly, Derrick, a sixteen-year-old teenager born in
the Dominican Republic who lives in Brooklyn, New York, looked to online
resources for initial information about how to take apart a computer. He
explains to Christo Sims (Rural and Urban Youth) how he first looked
around online for this topic:
Media Ecologies
57
I just searched on Google and I just went to . . . because I bought myself a video
card. I had no idea what a video card looked like. I typed in video card image. Before
I went to searching for it, image. I wanted to know what it looked like first. I seen
different pictures. So Google sometimes gives you different pictures. If you type
something in, it gives you . . . So I’m confused. I’m like, “I thought it looks like this
but it looks like” . . . so I typed something in and I seen on Google what it looks
like. So I looked at mine and I seen exactly where’s it at. If you smart you don’t got
to search out, “How do I put in and put out.” It’s simple. It’s just take the piece out.
Have your computer off. Take it out. When you get your new one if it has a fan you
can’t have your sound card too close to it. So you’ve got to put your sound card in
another slot and I bought myself a sound card too. I had no idea what none of those
looked like. I thought a sound card was called a sound disk. I learned a lot on my
own that’s for computers. . . . Just from searching up on Google and stuff. . . . That’s
why I like Google.
As Derrick makes clear, looking around online and searching is an
important first step to gathering information about a new and unfamiliar
area. Although many of these forays do not necessarily result in longterm engagement, youth do use this initial base of knowledge as a stepping-stone to deeper social and practical engagement with a new area
of interest. Online sites, forums, and search engines augment existing
information resources by lowering the barriers to looking around in
ways that do not require specialized knowledge to begin. Looking
around online and fortuitous searching can be a self-directed activity
that provides young people with a sense of agency, often exhibited in
a discourse that they are “self-taught” as a result of engaging in these
strategies (see chapter 6). The autonomy to pursue topics of personal
interest through random searching and messing around generally assists
and encourages young people to take greater ownership of their learning
processes.
Experimenting and Play
As with looking around, experimentation and
play are central practices for young people messing around with new
media. As a genre of participation, one of the important aspects of messing
around is the media awareness that comes from the information derived
from searching and, as we discuss in this section, the desire and (eventually)
the ability to play around with media. Often experimentation starts small,
such as using digital photo tools to crop, edit, and manipulate images. As
Gee (2003) has argued for games and other interactive technologies that
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have low stakes attached to making mistakes or trying multiple scenarios
to solve a problem, messing around also involves a great deal of trial and
error. In chapter 5 we argue that the sociability around gaming combines
with the affordances of gaming systems to support an ecology of playful
experimentation with technology that can often lead to technical and
media expertise. This kind of social play and experimentation can happen
in the home, as an extension of hanging out with family and friends, as
well as online in networked gaming contexts where players join in
collaboration and competition through game play, practices that are
buttressed by ongoing exchange and collegiality. In fact, much of
contemporary gaming is built on the premise that players will engage in
a great deal of experimentation on their own in a context of social support.
Many key dimensions of game play in complex games are not explicitly
spelled out by designers, and players learn about them from other players
either directly or through online resources such as fan sites, game guides,
and walk-throughs.
Because of the ease of copying, pasting, and undoing changes, digital
media-production tools also facilitate this kind of experimentation.
The availability of these tools, combined with the online information
resources just described, means that youth with an interest and access
to new media now possess a rich set of tools and resources with which
to tinker and experiment. In chapter 6 we describe how youth media
creators typically recount a period of time early in their learning about
media production when they were tinkering with new media in a selftaught mode. They often describe getting started by messing around
with home videos, modifying photos, or using a program such as
Photoshop. Eventually, many of these media producers begin to get
more serious about their craft and develop a hobbyist network to support
their work. Often these activities start as social hanging out modes of
media creation, but young people with an interest in media production
sometimes go on to play and experiment with different media beyond
simple plug and play. Young people who are successful in learning
advanced technology skills through messing around sometimes become
experts among their families, friends, teachers, and classmates. Megan
Finn describes this position as the “techne-mentor” in box 1.4. Technementors, like guides and digital tools, support learning about technology
in informal settings.
Media Ecologies
Box 1.4
The Techne-Mentor
Megan Finn
In conceptualizing the media and information ecologies in the lives of University of California at Berkeley freshmen, classical adoption and diffusion
models (e.g., Rogers [1962; 2003]) proved inadequate. Rather than being
characterized by a few individuals who diffuse knowledge to others in a
somewhat linear fashion, many students’ pattern of technology adoption
signaled situations in which various people were at times influential in different, ever-evolving social networks. The term “techne-mentor” is used to
help to describe this pattern of information and knowledge diffusion. The
term “technology” is generally thought to be partially derived from the Greek
word techne, which means craftsmanship. Mentor is a figure in the Odyssey
who advised both Odysseus and Telemachus and is the source of the modern
use of the word “mentor.” Techne-mentor refers to a role that someone plays
in aiding an individual or group with adopting or supporting some aspect of
technology use in a specific context, but being a techne-mentor is not a
permanent role. The idea of the techne-mentor is useful for expanding conversations about adoption patterns to one of informal learning in social
networks.
Growing up, Joan learned about technology on her own and acted as a
techne-mentor to her family and friends. Joan started as a techne-mentor
when her computer got a virus. She then helped her friends get rid of the
virus.
We got this one [virus] on AIM [AOL Instant Messenger] actually. It was on your user
profile so whenever you clicked info, it would say, “Ha, ha, ha, I found the picture of
insert your name here” and you would click on the link and then you would get this
spyware. . . . It took me a day to figure it out. . . . Then I got rid of it for all my friends.
It’s kind of like a little game. . . . It was a challenge, especially the first virus. . . . I just
started getting into [computer] stuff.
Many students such as Joan were often driven to learn about technology on
their own when they encountered problems with the technology and did
not have other support to learn how to fix them. Other students started
learning about computers while trying to get rid of viruses on their families’
computers. For example, Ben explained, “I did get a virus once and had to
learn how to get rid of it. The damn ‘I love you’ virus. Gosh, that nailed
everybody.” Once students such as Ben and Joan figured out how to get rid
of a virus, they would often help the people in their social networks get rid
of the virus, essentially becoming techne-mentors to others.
Joan also explicitly directed her siblings about how to use technology.
I would teach them [my siblings]. Not so much in middle school but in high school,
they’re usually, “Do you know how to use Photoshop?” I’ll say, “Yeah, do this.” . . . Or
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“Do you know how to get rid of this spyware?” . . . for my brother at least; my [older]
sister has her own tech guy.
Once Joan started at Berkeley, she found a job working for a computing help
desk. Through her colleagues at work, Joan picked up a lot of information
about best computing practices: “When I got my job, there was this girl at
work who did a yearbook and knows everything and so whenever we have a
shift, she will teach me all this random stuff.” In a work context Joan was
mentored by her friends and colleagues, but in other social contexts, such as
her family, Joan was a techne-mentor to others. It is important to note the
nonstatic nature of the techne-mentor; the status of techne-mentor is relative
to the knowledge of others within a social context. The significance of the
techne-mentor is that he or she provides information to others without
implying absolute expertise.
Joan uses information from the work context where she has found a techementor to help her friends.
I see that they are using it [AIM]. . . . [I say,] “Your AIM starts playing a movie trailer with
audio every half hour and it’s just annoying.” [My friends say,] “My god, I want to get
rid of that, can you help me?” and so I’ll go on like a downloading site and download
GAIM or DeadAIM.
We can see here that when Joan acts as a techne-mentor to her friends, she
is not teaching in a traditional way. The techne-mentor interactions are very
ad hoc and informal. The mentorship can be in the form of exposure to a
technology. Joan, the techne-mentor in this case, has preexisting relationships with those whom she mentors that are much more elaborate than just
the techne-mentor/student relationship. It allows her to casually mentor her
friends when a technology is not working.
Besides Joan, in the Freshquest study we found many cases of technementors. The kind of roles they played varied from case to case and situation
to situation. One one hand, the techne-mentor may simply make someone
aware of a technology. On the other hand, he or she may play an integral
role in demonstrating the technology practice or even installing the technology and ensuring its status as operational. Sometimes students we interviewed
had one primary techne-mentor in their lives, but in turn the students would
take on the role when they passed this information on to other groups. In
fact, it is this constant flow of information about technology among a student’s multitude of social networks that accounts for the fluidity of the role
of techne-mentor. In all these socially situated contexts, techne-mentors were
an integral part of informal learning and teaching about technology and
technology practices.
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In chapter 7 we describe how young people who started successful online
and digital media ventures enjoyed a certain amount of time and autonomy during which they could try out various modes of working that were
different from the standard forms of part-time labor available to teenagers.
Indeed, messing around requires a good deal of time for self-directed learning. For example, SnafuDave, the successful web comics artist profiled in
box 7.1, described how school provided an important venue for developing
his new media skills. While he learned few useful new media skills in his
college classes, school did provide him with the time and space to learn
on his own. Similarly, Zelan, profiled in box 7.2, described how his interest
in new media began with gaming while his parents were prospecting for
gold. Eventually, Zelan parlayed his interest in gaming into different forms
of technical expertise, and he learned how to take apart and fix game
consoles and eventually computers. Now he is a local technical expert and
gets paid for his services; he sees his future in a new media–related
business.
Messing around is easiest when kids have consistent, high-speed Internet
access, when they own gadgets such as MP3 players and DVD burners, and
when they have a great deal of free time, private space, and autonomy.
However, these are not necessary conditions for messing around. Some of
the innovative experimentation in youth’s messing around was seen in
their circumventing limited media access. Consider, for example, James, a
fourteen-year-old from Lisa Tripp and Becky Herr-Stephenson’s study
(Teaching and Learning with Multimedia). James’s parents promised him
an iPod as a graduation gift if he completed eighth grade with acceptable
grades. With graduation still a few weeks off and his grades in question,
James figured out a way to substitute the technology he did have for the
iPod he was anticipating. James borrowed his aunt’s digital camera, on
which he could record several minutes of video, and recorded music videos
off the television in his bedroom. Getting a good recording took time and
several tries, but fortunately for James, he had a few hours at home alone
after school before his parents arrived home from work, so he could shut
his bedroom door and crank the sound on the television to get a good
recording without having to worry about his parents’ overhearing questionable lyrics or complaining about the volume. Although the camera’s
memory card held only two or three songs at one time, it had a headphone
jack and fit in James’s pocket so no one had to know that it was not an
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MP3 player. By messing around and being creative with technology, Jack
was able to find an acceptable interim solution until he could get his iPod.
Similarly, Melea, a mixed-race high-school student in San Francisco enrolled
in an after-school program, used resources at the after-school center to
devise a creative way of getting a custom ringtone for her phone. Dan
Perkel describes Melea’s ringtone practices:
I saw that Melea had come in, sat down at the adjacent computer, and was using
the computer. I realized that she was playing music and getting everyone else to be
quiet. She was bent way over next to the Mac’s external speakers with her cell phone
up to the speaker recording the song that she had put on her MySpace profile. JJ at
one point started talking and she shh’d him (later she said in a threatening voice,
“If your voice is on that . . .”). She said it was going to be her ringtone. Then she
went to the Fergie page on MySpace music. She played the Fergie song. I asked her
if this were Fergie from the Black Eyed Peas and she said, “Yes.” She played the song
and asked herself over and over again . . . “Do I want this song? Do I want this
song?” Then she said, “Yes!” and right in the middle hit the record button on her
phone (or whatever) and started recording from the speakers again. (Antin, Perkel,
and Sims, The Social Dynamics of Media Production)
Melea circumvented economic costs associated with buying ringtones,
costs that could have prohibited her from possessing her ringtone of
choice. Despite the difficulty of getting a high-quality recording in a noisy
computer lab, by recording it from the playback of a MySpace page Melea
creatively acquired the media she wanted in her desired format.
Whether in media production, game play, or other mediated contexts,
opportunities to experiment, play, and fail with minimal consequence can
support young people in developing problem-solving skills and learning
to use resources wisely and creatively. As with looking around, the social
dimensions of experimentation and play are important, as peers are able
to scaffold experiences for one another based on experience and the results
of previous experimentation.
Finding the Time, Finding the Place
The ability to mess around requires
access to media, technology, and social resources that are not always
available to youth. Just as in the case of hanging out, messing around is a
genre of participation that is driven by young people’s own interests and
motivations. It is not always fully provided by the adults who have authority
over kids. While schools may provide structured media production
programs for youth, these programs are task focused and there is little time
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for unstructured experimentation and play. Most of the messing around
activities that we observed occurred at home with kids who had both
well-provisioned media households and an environment where they had
certain amounts of free time and whose parents gave them a fair degree of
autonomy over their media choices. The dynamics of homes and families
are described more in chapter 4. We also found that transitioning to college
was often a key moment when kids took the time and space to engage in
messing around, particularly if they did not grow up in a home where they
were given the freedom to engage in these activities before college. The
older participants we spoke to who were highly engaged with media
production or gaming generally described falling in with a crowd of friends
in college who shared some of these interests.
For young people without access to digital media at home, after-school
programs can be an important place for experimentation and play, providing technical and social resources and a time and space for messing around
with technology that they do not have at home. Jacob, a seventeen-year-old
African-American high-school student in Oakland, is enrolled in a program
where he can stay after school to work with computers. He described the
program where he had the opportunity to mess around to Dan Perkel
(Antin, Perkel, and Sims, The Social Dynamics of Media Production):
So it’s fun, because they teach you all these different programs that you had no idea
what they were until you get into there. And then they have nice software. They
have LCD screens. Every seat, every computer they have fast Internet service, processor. They have nice seats. I mean, the seats aren’t like these. I mean, they have nice
roll-around comfy sit-back seats where you can just sit back and type. It’s comfortable. And then they got tables. And then they got a table where you eat. So they
bring out food, like sandwiches, chips, apples, fruit. Nutritious stuff. They don’t
really serve fast [food] . . . they do have chips, like Doritos, but not sloppy things.
And so I learned Photoshop, Flash animation, Dreamweaver, a couple of other programs like Word, Excel. They have all the latest programs. Flash. Our school has
Flash [inaudible], but Tech Visions have the new ones—Flash 8 and Dreamweaver
9. And I think it’s Photoshop CS and Fireworks. They got all the programs. Anything
you need to do to build any kind of website, or any kind of project or picture, they
have it.
Jacob recounts with delight how the program provides a whole environment that gives him a sense of empowerment and efficacy; not just the
technology but the provisioning of good, nutritious food and comfortable
work spaces are all part of the package that draws him to this program.
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Messing around happens according to a variety of trajectories and in
different settings. Although the youth in our study who had in-home,
private, and consistent access to new media (particularly computers and
Internet connections) tended to have an advantage in relation to those
who had more limited resources, for a number of youth, the most important
spaces for messing around took place at school or in after-school settings.
For Katynka Martínez’s study, “High School Computer Club,” Martínez
observed a Los Angeles high school where the computer-lab instructor
allowed kids to hang out and use the lab for their own self-directed activities. The kids in the computer lab set up the computers so they could
engage in networked game play, launched a variety of self-directed mediaproduction projects, and started some small business ventures as described
in box 7.3. In many ways, the computer lab was a unique context where
kids could gather informally during school breaks and after school to mess
around with a comfortable mix of social and technical resources.
Some teens were able to construct their own times and places for messing
around in the absence of formal programs, even if they did not have a
home context that fully supported these activities. For example, Toni, a
twenty-five-year-old living in New York City whom Mizuko Ito (Anime
Fans) interviewed over an instant-messaging program, reflected on his
experiences as a student coming to the United States from the Dominican
Republic and the ways in which he was able to create space to mess around
at school. He was first exposed to computers soon after he moved to the
United States for middle school and took a computer class. He quickly took
an interest in computers and then later went back to the Dominican
Republic for a year and attended a computer-training institute, all the
while not having computer access at home. When he returned to the
United States in ninth grade, he became part of an informal computer club.
Toni: i would stay after school and play around/help the teacher who
kept the lab open for students to use
Mizuko: sounds like a cool teacher
Toni: he was except when i printed out the student database he wasn’t
happy then
Mizuko: lol but sounds like he gave you some freedom to mess around
Toni: yeah, the exposure i got both learning how parts of a computer
make the whole and also helping other students was pretty good for me
and i sort of do the same kind of thing these days
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Today, Toni is an active online participant in the anime fandoms that are
the subject of Ito’s study, and he is a technology expert for his family. He
eventually acquired his first computer in eleventh grade and attended
school at a technical university. While Toni’s experience of messing around
informally at school is not necessarily typical, it speaks to the fact that
schools and after-school programs continue to play an important role to
many youths for learning about technology. In addition, it illustrates the
value of informal learning, unscheduled time, and student-driven inquiry,
even in a formal educational environment.
As a collection of practices and a stance toward media and technology,
messing around highlights the advantages of growing up in an era of media
saturation, interactive media, and social software. Although messing
around can be seen as a challenge to traditional ways of finding and
sharing information, solving problems, or consuming media, it also represents a highly productive space for young people in which they can begin
to explore specific interests and to connect with other people outside their
local friendship groups. As noted in the beginning of this section, messing
around can be understood as a transitional genre of participation that can
mediate between hanging out and geeking out. Kids can move from media
engagement that centers on peer sociability to forms that are more interest
focused via messing around. Conversely, kids who are participating in
more geeky interest-driven activities see messing around as a form of social
play in which they engage with their friends around interests and learning.
Unlike learning in more structured settings, messing around involves a
more open-ended genre of participation, which often hinges on certain
modes of sociability and play, along with access to resources on a timely
and as-needed basis. As we outline, even youth with well-provisioned
media environments can lack the time and social resources to successfully
mess around with media. Messing around is therefore a powerful modality
of learning that requires a whole ecology of resources, including time and
space for experimentation.
Geeking Out
The third genre of participation we have identified is “geeking out.” This
genre primarily refers to an intense commitment or engagement with
media or technology, often one particular media property, genre, or a
type of technology. This stance is characteristic of the young people we
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interviewed who were involved in a media fandom, such as the young
people in Mizuko Ito’s “Anime Fans” study, in Becky Herr-Stephenson’s
“Harry Potter Fandom” study, or the more committed gamers who participated in Matteo Bittanti’s “Game Play” study. The term “geeking out” can
be used to describe the everyday practices of some of the gamers and media
producers who participated in our project. In addition to intensive and
frequent use of new media, high levels of specialized knowledge attached
to alternative models of status and credibility and a willingness to bend or
break social and technological rules emerged as two additional features of
geeking out as a genre of participation.
Before discussing geeking out in more detail, it is important to note that
although “geeking out” describes a particular way of interacting with
media and technology, this genre of participation is not necessarily driven
by technology. The interests that support and encourage geeking out can
vary from offline, nonmediated activities, such as sports, to media-driven
interests, such as music, which are larger than the technological component of the interest. That is to say, one can geek out on topics that are not
culturally marked as “geeky.” We also wish to distinguish here between
geeking out and other uses of the word “geek,” as an identity category.
Whereas notions of geek identity have traditionally been associated with
white, affluent, suburban boys (Jenkins 2000; Thomas 2002), our understanding of geeking out as a genre of participation—a way of understanding, interacting, and orienting to media and technology—widens the
definition to include activities and people outside established understandings of what it means to identify (or be identified) as a geek. This is not to
negate the potential implications of participation for the negotiation and
articulation of identity. As we discuss elsewhere, participation, learning,
and identity development are contingent within communities of practice.
Our point here is to call attention to examples of continued, intensive,
and sophisticated interaction and use of new media that might otherwise
be overlooked because the person doing it does not fit a preconceived
notion of the gender, class, or race of a “geek”.
Expertise and Geek Cred
For many young people, the ability to engage
with media and technology in an intense, autonomous, and interestdriven way is a unique feature of the media environment of our current
historical moment. Particularly for kids with newer technology and
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high-speed Internet access at home, the Internet can provide access to
a huge amount of information related to their particular interests. The
chapters on gaming, creative production, and work describe some of
the cases of kids who geek out on their interests and develop reputation
and expertise within specialized knowledge communities. Geek cred
involves learning to navigate esoteric domains of knowledge and practice
and being able to participate in communities that traffic in these forms
of expertise.
Box 1.5 describes zalas, one highly expert participant in online knowledge cultures who has customized his media engagement in a way that
focuses on developing deep expertise in a specific area of interest. Although
very few of the youths we spoke to exhibited the kind of informational
expertise that zalas did, it was not uncommon to find young people who
customized their media environments to facilitate access to specialized
knowledge. For example, one of Heather Horst’s interviewees in her study
“Silicon Valley Families” a fifteen-year-old boy who chose the pseudonym
010101, discussed the way he keeps up with information about his interest
in technology by creating a customized Google home page with various
RSS (Really Simple Syndication) feeds so he can keep tabs on different sites
of interest. In addition to Slashdot, one of the most popular technology
news blogs featuring “news for nerds,” 010101 regularly reads a variety of
technology websites specific to his interest, including MacRumors.com and
Engadget.com. His sources of information are sites with high status within
the tech geek community, where the credibility of technology information
is debated among people who identify as tech experts.
Box 1.5
zalas, a Digital-Information Virtuoso
Mizuko Ito
My first encounter with zalas was through email, through an introduction
from another anime fan. I was seeking information about my new study on
fansubbing practices, and I was told that zalas was the person I should know.
Initially, we corresponded over email, where I peppered him with questions
about the fansub community. He seemed to have eyes and ears all across the
vast web of the online fandom around anime, not just among the fansub
communities. Apparently no question was too esoteric; he could come back
with information about the latest anime releases in Japan, the activities of
even the most minor fansub groups, and the juiciest gossip on the online
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forums surrounding Japanese popular culture in both Japan and the United
States. I had the good fortune of having zalas, a digital-information virtuoso,
as a key informant in my study of anime fans.
After immigrating with his family to the United States from mainland
China when he was a child, zalas grew up in a technology-rich household,
with two parents who worked with computers. “I got introduced to computers early on. And, also, I just tend to be better at science and math than the
arts and English and things like that. I was sort of just drawn to [the computer] because it was like this super, über toy, you know.” Both his parents
were in graduate school at the time, and he had online access to their VAX
machine. Ever since, he kept up with the latest online technologies, moving
from AOL Instant Messenger, to Internet relay chat (IRC), and eventually to
BitTorrent. He discovered the online anime and fansub scene through his
contacts in IRC.
He participates in a wide range of fan activities. He has been involved in a
variety of fansub groups and activities, including projects for fansub games
and electronic visual novels. He also makes anime music videos (AMVs), is
an officer at his university’s anime club, and is a frequent speaker at his local
anime convention. I have seen zalas give talks on topics as varied as Japanese
anime and game-remix videos, fansubbing, and visual novel subtitling. He
describes himself as something of an elder in the online anime scene, despite
the fact that he is still in his early twenties.
In my interview with zalas, he guided me through some of what was behind
the curtain of his information magic. He explains that he is constantly on
IRC, logged into multiple channels populated by the information elite of the
online anime fandom.
I used to have just one copy of mIRC running that simultaneously connected to all these
channels, and every once in a while just scroll through to see which ones have new
messages, go to them, see if it’s important, if it’s not, go to the next one and things like
that. But right now I actually have a text-only IRC client that’s running on my friend’s
web server, and I’m connected to about twenty channels on that one. It’s actually down
from what I’m usually connected to. And that one lights up a little number near the
bottom of the screen indicating which channels have new activity, and I’ll switch to it
and see if it’s worthwhile or something.
He has four computers at home: a Windows computer, a Linux computer,
a Macintosh desktop computer, and a Macintosh laptop.
So, my Windows computer is there so I can play games. It’s—most of my desktop processing stuff and all my video editing and things like that are on [my] Windows computer. My Linux computer is there because I need—sometimes I need a Linux compiler,
and it’s also there as a server. So, it’s serving my source code repositories, and it’s—it has
a IRC file server on there as well and IRC bot on that or something like that, which
controls some channel. And my OS10 one is actually my laptop, which I bring with me.
It’s kind of like my portable computer . . . I bought it because I wanted to be able to work
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69
anywhere, and also I bought it so I can sort of connect to IRC at conferences—at
conventions.
Although zalas is an avid consumer of music and television, he rarely
accesses this content through standard broadcast channels. He frequents
the Japanese streaming-video site Nico Video in addition to using BitTorrent
to download anime episodes. IRC is zalas’s home base for communication.
But in addition to IRC zalas frequently visits information websites and
online forums devoted to his hobby. He does not keep a personal blog
but prefers to post to shared online forums. He will often scour the Japanese
anime and game-related sites to get news that English-speaking fans do
not have access to. “It’s kinda like a race to see who can post the first tidbit
about it.”
In addition to his prolific activities as an anime fan, zalas is a graduate
student in electrical engineering at one of the top universities in the country.
He says that he mainly uses IM for people he has met in school and other
real-life contexts, and IRC is for people he “met randomly online.” Despite
the fact that he is in a high-powered graduate program, zalas says that almost
all his online activity centers on his anime- and game-related hobbies. He
estimates that he spends about eight hours a day online keeping up with his
hobby. “I think pretty much all the time that’s not school, eating, or sleeping.” Building a reputation as one of the most knowledgeable voices in the
online anime fandom requires this kind of commitment as well as an advanced
media ecology that is finely tailored to his interests.
Another example of how geeking out relates to finding and producing
credible information comes from a number of the gamers with whom we
spoke during this project. Particularly when it comes to massively multiplayer online role-playing games (MMORPGs), the intensive engagement
associated with geeking out as a genre of participation extends beyond
participation within the boundaries of the game world and to the paratexts10 that support and extend the game. Paratexts take many forms,
varying from gaming magazines and official guides published by game
manufacturers, to player-generated guides and tutorials, to materials more
recognizable as fan texts such as fan fiction and fan art. For example,
Rachel Cody notes that the players in her study “Final Fantasy XI” used
guides, typically on websites but sometimes in books, regularly during
game play for information about quests, missions, and crafting. The guides
assisted players in streamlining some parts of the game that otherwise took
a great deal of time or resources. For example, guides that instructed players
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on strategies for leveling crafting skills could help players save on the
in-game expense of materials by providing tips on the best way to craft
items. Cody observed that a few members of the linkshell in her study kept
Microsoft Excel files with detailed notes on all their crafting in order to
postulate theories on the most efficient ways of producing goods. As
Wurlpin,11 a twenty-six-year-old male from California, told Cody, the
guides are an essential part of playing the game. He commented, “I couldn’t
imagine [playing while] not knowing how to do half the things, how to
go, who to talk to.”
As Wurlpin and many other players with whom we spoke noted, the
information sought from guides is often used to save time, resources, or
to draw upon advice from players who have successfully completed a task
with which the player is struggling. In this context, user-generated guides
often have greater credibility with players because they have been created
by other players rather than by the producers of the game. Using and creating player-generated guides is an example of geeking out because it reflects
an acceptance of the alternative status economy and markers of credibility
that exist in many gaming communities. While not endemic to gaming
communities, valuing geek cred is a unique feature of geeking out as a
genre of participation and is significantly different from the ways in which
information is assessed while messing around.
Status and credibility also remain linked in alternative status economies,
which represent another area of blending between interest- and friendshipdriven groups. For example, in her study of anime fans, Mizuko Ito observes
that fans gravitate toward particular fan sites that have credibility within
the community rather than relying on industry-produced sites for information about anime. She notes that fans in specialized creative communities
often avoid official discussion forums (those provided by the media producers or otherwise sponsored by the industry), instead looking to specialized fan communities where the knowledgeable fans congregate. For
example, fansubbers such as zalas generally prefer to participate in closed
IRC groups or specialized forums rather than general fan discussion forums,
which they see as catering to less knowledgeable fans.
In interest-driven groups built around technology expertise, media
fandom, or electronic gaming, status does not have to align with the hierarchies of status at school, at home, or more general social status. Whereas
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family, peers, classmates, and others might contribute to a young person’s
feeling of marginalization for having a particular niche interest, within an
interest-driven group the niche interest is what brings people together.
Therefore knowing a lot about it, sharing unique information with the
group, or producing interesting and high-quality productions (fan fiction,
art, fansubs, videos, podcasts, etc.) are highly valued practices.
Rewriting the Rules Rewriting the rules is a practice related to both
messing around and geeking out. However, there are important differences
in the ways in which the rules are rewritten in each of these genres of
participation. Like messing around, which involves an inchoate awareness
of the need and ability to subvert social rules set by parents and institutions
such as school, geeking out frequently requires young people to negotiate
restrictions on access to friends, spaces, or information to achieve the
frequent and intense interaction with media and technology characteristic
of geeking out. Rewriting the rules in the service of geeking out, however,
also involves a willingness to challenge technological restrictions—to
open the black box of technology, so to speak. This practice is most often
done in the service of acquiring media—either media that are unavailable
through commercial outlets (such as anime that has not yet been released
in the United States) or media that are unavailable because of the cost
of buying it. Geeking out often involves an explicit challenge to existing
social and legal norms and technical restrictions. It is a subcultural identity
that self-consciously plays by a different set of rules than mainstream
society.
Many of the geeking out practices we describe in the chapters on gaming,
creative production, and work involve youth engaged in passionate interests who are concurrently innovating in ways that rewrite the existing rules
of media engagement. For example, fans of various forms of commercial
media have engaged in their own alternative readings of media and created
secondary productions such as fan fiction, video mashups, and fan art.
These activities are proliferating online, and we capture some of this in
chapter 6. Similarly, gaming represents a breeding ground for practices of
code hacking, creating and exploiting cheats, and making derivative works
such as machinima and game modifications. These forms of geeking out
are described in chapter 5.
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Geeks also have been at the forefront of alternative regimes of media
circulation. Fansubbing bridges fan practices of secondary production and
peer-to-peer (P2P) circulation, and it is described further in chapter 7.
Despite attention in recent years to large numbers of youth downloading
music illegally, more sophisticated downloading—particularly downloading video—continues to be associated with more intense engagement and
commitment to media. Whereas figuring out LimeWire to download songs
with friends might be more characteristic of hanging out or messing
around, geeking out tends to require more systematic, long-term, and
purposeful use of less-common technology to acquire media. As Derrick in
Brooklyn, New York, explains to Christo Sims (Rural and Urban Youth):
Christo: So when you surf on the Internet what are some of the things
that you are looking for?
Derrick: Well, mostly I look for . . . I ain’t going to lie . . . illegal things.
Christo: That’s fine.
Derrick: I just search. I just try to get . . . if I seen a movie or I like that
movie, I go home, I get the movie.
Christo: You mean just find it and download it?
Derrick: Yeah.
Christo: Do you use like LimeWire or what do you . . .
Derrick: Torrent.
Christo: BitTorrent?
Derrick’s friend:
He’s a computer freak.
What is interesting about the conversation between Christo and Derrick
is Derrick’s friend’s comment. His act of calling Derrick “a computer freak”
(even if meant as a joke between friends) indicates that he associates
a particular and deviant identity with video file sharing, which is considered geekier than music file sharing. Although the publicity and legal
campaign against file sharing has had the effect of curtailing some P2P
practices, our discussions with youth indicate that P2P sharing (particularly
of music) is still widespread. Youth such as Derrick are becoming
more savvy about what practices are likely to get them in trouble socially
and legally, and more savvy about how to bend rules in ways that present
the least amount of risk. The time and skill involved in subverting legal
and technological rules is often quite intensive. For example, Federico, a
seventeen-year-old Latino who participated in Dan Perkel’s study (MySpace
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Profile Production), described the process he goes through to download
software:
Federico: Like if I don’t want to try to pay for a software that costs a
hundred dollars and some, I just go to the website and then I download
it. Probably like Nero. There’s a new version. I’m like . . . I just look for it
on Google or something and see the whole name, what’s the name. And
then just go over there to the other website and . . . then press okay. Then
they’ll take you to another website and then they’ll go like, you got to
download part one, part two, part three . . . whatever. Right after that I go
over there and then it takes you to another website and you press “free”
and then it takes you whatever minutes, depending on your Internet. And
then it opens up and it tells you if you have to put a code. Right after the
code you got to put a [inaudible]; that’s like another code. And you got to
find it in another website. And then right after that you’ve got to find the
serial number that I’ve got to download. And right after the serial code I
got the software.
Dan:
How much time does that take . . . the whole process?
Federico: Depending. If I’m trying to download a good software,
sometimes I’ve got to download six parts . . . that’s like two, three days.
Getting around the copyright rules and software market is, in this case,
quite an intensive exercise, but acquiring the software for free is an incentive for this interviewee to put forth the effort. The commitment to geeking
out pays off in this ability to navigate and exploit alternative media ecologies that are counter to the given, mainstream consumer logic of new
media.
Having What It Takes
The intensive commitment to new media that is
characteristic of geeking out clearly requires access to new media. However,
in many of our cases, we have found that technological access is just part
of what makes participation possible. Returning to the concept of media
ecologies, it is important to emphasize the interaction of different resources
in determining access. Family, friends, and other peers in on- and offline
spaces become particularly important to facilitating access to the
technology, knowledge, and social connections required to geek out. Just
as in the case of messing around, geeking out requires the time, space, and
resources to experiment and follow interests in a self-directed way.
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Furthermore, it requires access to a community of expertise. Contrary to
popular images of the socially isolated geek, almost all geeking out practices
we have observed are highly social and engaged, although these are not
necessarily expressed as friendship-driven social practices. We also have
found that families provide a cultural and social context conducive to
geeking out. For example, Carolina, a white female creator of AMVs in her
twenties who was interviewed by Mizuko Ito in her study of anime fans,
learned how to access P2P networks within the context of a family of file
sharers. In her interview, she described learning about file sharing with her
parents and siblings:
I started out by using search engines to look up what I was seeing on TV, or
the manga we had at the bookstore, and that inevitably led me to review sites
that [led] me to other series and movies. At the same time, our whole household
was discovering peer-to-peer file sharing, so I’m sure you can imagine what that
led to :$12
Carolina notes that different interests motivated each family member’s
file-sharing practices. Whereas her parents and sister were most interested
in downloading music, Carolina and her brother focused on finding video
clips, mainly anime fansubs. Carolina and her brother navigated multiple
sites for P2P file sharing. She told Mizuko, “I know my brother has gotten
things for me off of IRC, but we also used Napster, [LimeWire], Morpheus,
more recently any number of [BitTorrent] clients. . . .” In this case, as well
as in some of the cases highlighted in chapters 4 and 6, it is evident that
family support and/or participation can be an important source of encouragement and access for geeking out.
Friends form an important support structure, not only in terms of gaining
access to hardware or Internet connections when one does not have them
at home but also in terms of recommending media, technology, or other
resources related to a shared interest. In chapter 5 we describe how friendships built through playing together become a source of technical expertise
that often extend beyond game-specific interests. In Katynka Martínez’s
study (Pico Union Families), she interviewed Dark Queen, a seventeenyear-old eleventh grader who told Martínez that she does not talk about
her music, television, or reading preferences with friends in her neighborhood or school or with family members. However, Dark Queen likes to
read manga and relies on MySpace friends for reading recommendations.
She notes:
Media Ecologies
75
It’s actually really interesting because they [her MySpace friends who are into
manga] have read so many books that I haven’t and I would be like—if they would
give me a brief summary about like the book they have read or a movie they’ve
seen, an anime movie, we would be like, “Okay. I have to read this book, or I have
to see this movie.” And I would look for it.
Having access to a community with similar interests allowed Dark Queen
to pursue her interest in manga privately and to interact with a community
of experts through the exchange of recommendations. In this case, exploring her interest in manga was as much about being a part of the community as it was about accessing the media itself.
Similarly, orangefizzy, a thirteen-year-old Asian-American Harry Potter
fan from California and participant in Becky Herr-Stephenson’s Harry
Potter fandom study, described her experiences as an avid fan-fiction reader
and writer on two fan-fiction archive sites. As orangefizzy notes, she prefers
the smaller of the two sites because it “has more of a ‘community we all
know each other’ feeling to it than [the larger archive], which is huge.” In
addition, orangefizzy observes that her decision to post her own work on
the smaller archive site was very much influenced by the fact that she got
to know other people participating on the site through extended conversations in the site forums. The examples of Dark Queen and orangefizzy
illustrate how interest-driven and friendship-driven genres of participation
often overlap and become intertwined.
Conclusion
“Hanging out,” “messing around,” and “geeking out” are three genres of
participation we found to be widespread among the American kids and
teenagers who participated in our studies. As descriptive frames, the three
genres of participation are closely related to the genres of interest-driven
and friendship-driven participation that we outline in this book’s introduction, although here we have focused on issues of expertise and the intensity of media engagement. Hanging out tends to correspond with more
friendship-driven practices and geeking out to the more interest-driven
ones, although we have seen cases of kids geeking out on more friendshipdriven practices, such as in the case of kids who are intensely into Facebook
or MySpace, or when kids engage in video or photo production as part of
their hanging out with friends. Messing around is a genre of participation
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Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
in its own right, but it is also a transition zone along a continuum between
geeking out and hanging out and between interest-driven and friendshipdriven participation. It describes those modes of media engagement in
which kids are tinkering, learning, and getting serious about particular
modes or practices, which are often supported by the social networks they
have developed in their friendship or interest groups. Taken together, these
different genres of participation provide a flexible vocabulary for describing the different ways in which kids engage with new media and how their
engagement relates to social participation and identity.
While each genre of participation represents a different stance toward
engagement in terms of intensity and level of commitment to new media,
we want to emphasize that these practices do not correspond with “types”
of young people. Derrick, the sixteen-year-old in Christo Sims’s project
focused on rural and urban youth, is chronicled in all three genres of participation. In the section on hanging out, Derrick describes hanging out
with friends in person and trying to coordinate further plans to hang out
by using his mobile phone. In the section that focuses on messing around,
Derrick participates in fortuitous searching on Google to build a computer.
Finally, in our discussion of geeking out, Derrick downloads movies over
BitTorrent, a somewhat obscure application that is used to download media
and is often associated with geek culture and identity. This is not to suggest
that Derrick is somehow schizophrenic or that he plays different roles.
Rather, he is a young man born in the Dominican Republic, now living in
a relatively low-income neighborhood in Brooklyn, who moves through
the different genres of participation depending upon his motivation and
within the constraints of his socioeconomic status, age, and location.
When he is with his friends in Brooklyn, Derrick participates in his friendship, or peer, group by strategizing ways to hang out with his friends
through the use of their mobile phones. When he wants to gain knowledge
about computers and how they work, his engagement with new media
more closely involves geeking out and messing around.
Throughout this chapter our primary aim is to map the media ecologies
that constitute the lives of our research participants. We suggest that learning and participation with new media needs to be contexualized within a
broader social-, cultural-, technical-, and place-based ecology. Our work has
approached this problem by examining a diverse range of cases that were
Media Ecologies
77
selected and delimited according to different criteria, some based on location, others based on online and institutional sites, and others based on
interest-based groups. We designed our research to understand the environmental, socioeconomic, and infrastructural dimensions of media use.
By sampling in these diverse ways, we have been able to grasp at least some
of the variegated ecological factors that structure new media participation.
We have suggested that the conceptual construct of genres of participation
is one way of extrapolating from this material, which reflects the patterns
of engagement of the young people we interviewed. These genres of participation, which are not reductive, retain the ecological context and begin
to characterize how different forms of engagement and participation are
defined in relation and in opposition to one another. Although our discussion does not focus on issues of the digital divide or the participation gap,
we have worked to illustrate the kinds of resources that need to be present
in youth’s environments for them to participate in certain genres of
practice.
In the following chapters, we elaborate upon this ecological frame and
the genres of participation we introduce here by delving into specific youth
practices. Throughout our descriptions, we use the broad genre distinction
between interest- and friendship-driven genres of participation and the
specific characteristics of hanging out, messing around, and geeking out,
as points of orientation to bring the reader back to the ecological frame
we outline here. We delve into some of the specific practices that make up
the media ecologies of the young people who participated in our study.
Although the subsequent chapters look at specific media practices, our
investigation situates these practices within the diverse contexts of young
people’s lives—homes and neighborhoods, learning institutions, networked sites and spaces, and interest-based groups. We also use the broad
distinction between interest-driven and friendship-driven genres of participation as well as the specific characteristics of hanging out, messing
around, and geeking out as frames for understanding these practices within
a larger media ecology. While individual chapters necessarily focus on
specific populations and practices, we hope that when taken as a whole
they allow us to retain a sense of context and relationality that has characterized the overall collaborative endeavor of analyzing and writing across
a range of case studies, using multiple methods and disciplinary approaches.
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Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
Notes
1. The Kaiser report finds that youth spend the same number of hours, approximately 6.5 per day, with media in 2004 as they did in a similar survey conducted
in 1999.
2. These comparisons are between national surveys and the share of our participants
who completed our survey. Since not all the participants at our various ethnographic
sites completed surveys, these figures should not be read as descriptions of our
participant population as a whole.
3. We did, however, have 11 percent of participants report going online a few times
a month or less. Since Pew reports frequency only in terms of the percent of participants who go online daily, we cannot compare these figures directly.
4. Part of the discrepancy in this final figure could be due to posing the question
differently. We asked our participants if they “use a social network site daily,”
whereas the Pew survey asks whether or not they “send a message through a social
network site daily.” Since teens can use a site without sending a message, part of
our figure probably includes those who visit a social network site daily but do not
send messages every day.
5. Boase (2008) has analyzed variation in communication practices based on Pew’s
survey data of adults. To our knowledge, no similar survey analysis has been conducted of variation in communication among youth.
6. A pseudonym.
7. A pseudonym.
8. Although a variety of search engines are available to digital youth, across different
case studies there are frequent references to Google. Some youth use various
permutations such as “Googling,” “Googled,” and “Googler” as normative information-seeking language. The ubiquitous nature of Google may indicate that the idea
of “Googling” has been normalized into the media ecology of digital youth such
that for many, Googling may be considered synonymous with information seeking
itself.
9. “SnafuDave” is a screen name.
10. “Paratext” refers to elements that surround a text. In relation to written texts,
examples would be tables of contents or indexes. Mia Consalvo has described the
products of the gaming industry—including guides—as a paratext for gaming. For
a full discussion of paratexts, please see Consalvo (2007) and Lunenfeld (2000).
11. “Wurlpin” is a real character name.
12. “:$” is an emoticon meaning “embarrassed.”
2
FRIENDSHIP
Lead Author: danah boyd
Sitting in a coffee shop in suburban Michigan in June 2007, Tara, a
Vietnamese sixteen-year-old, was asked about Facebook. She giggled and
said that she had “an addiction” to the site. She had heard from adults
that Facebook might be bad, but “like everyone says get a Facebook. You
need to get one.” She made sure to log in often to check for new messages
from friends, read updates about her classmates, and comment on friends’
photos. For Tara, this type of participation on a social network site is a
critical element of staying socially connected. She is not alone. While the
specific tools vary by geography, time, and peer group, the teens we interviewed throughout the United States regularly told us that engaging with
social media is important for developing and maintaining friendships
with peers. While these teens may see one another at school, in formal or
unstructured activities, or at one another’s houses, they use social media
to keep in touch with their friends, classmates, and peers when getting
together is not possible. Skyler Sierra, an eighteen-year-old from Colorado,
succintly articulated the importance of these new media to these teens’
social lives when she explained to her mother that “if you’re not on
MySpace, you don’t exist.”1 For many contemporary teenagers, losing
access to social media is tantamount to losing their social world.
We found that U.S. youth use a variety of social media to develop and
maintain broader communities of peers. Teen practices when using social
media mirror those that scholars have documented in other places where
teens gather with peers (Eckert 1989; Milner 2004; Skelton and Valentine
1998). Just as they have done in parking lots and shopping malls, teens
gather in networked public spaces for a variety of purposes, including to
negotiate identity, gossip, support one another, jockey for status, collaborate, share information, flirt, joke, and goof off. They go there to hang out.
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By providing tools for mediated interactions, social media allow teens to
extend their interactions beyond physical boundaries. Conversations and
interactions that begin in person do not end when friends are separated.
Youth complement private communication through messaging and mobile
phones with social media that support broader peer publics.
In the 1980s, the mall served as a key site for teen sociability in the
United States (Ortiz 1994) because it was often the only accessible
public space where teens could go to hang out (Lewis 1990). Teens are
increasingly monitored, though, and many have been pressured out of
public spaces such as streets, parks, malls, and libraries (Buckingham 2000).
More recently, networked publics have become the contemporary stomping ground for many U.S. teens. Just as teens flocked to the malls because
of societal restrictions, many of today’s teens are choosing to gather with
friends online because of a variety of social and cultural limitations (boyd
2007). While the site teens go to gather at has changed over time, many
of the core practices have stayed the same. The changes we are seeing today
are a variant of these core practices, inflected in distinctive ways as youth
mobilize social media.
During the course of our study, we watched as a new genre of social
media—social network sites (SNSs)2—gained traction among U.S. teenagers. While teenagers have many choices of media with which to interact
with one another, two large social network sites—MySpace and Facebook—
captured the imaginations of millions of U.S. teenagers while we were
doing fieldwork in the years 2004 through 2007. Not all teens frequent
these sites (Lenhart and Madden 2007), but social network sites became
central to many teens’ practices. This form of networked public allowed
broad peer groups to socialize together while other social media such
as instant messaging (IM) and mobile phones allowed teens to interact
one-to-one or in small groups. All these tools can be used for a wide variety
of purposes, but what we witnessed during our study was that the dominant practices for most youth were friendship-driven and exhibited the
genre of participation that we have described in chapter 1 as “hanging
out.”
This chapter documents how social media are incorporated into teen
friendship practices in the context of their everyday peer groups. We
emphasize the practices that take place on social network sites because they
emerged and took hold during our study as a central gathering spot for
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U.S. teens. The material used in this chapter primarily comes from studies
that emphasized the friendship-driven practices of youth as they interacted
with peers in their school-centered social networks. These studies include
those conducted by C. J. Pascoe (Living Digital); Christo Sims (Rural and
Urban Youth); Dan Perkel (MySpace Profile Production); Heather Horst
(Silicon Valley Families); Katynka Martínez (Pico Union Families); Megan
Finn, David Schlossberg, Judd Antin, and Paul Poling (Freshquest); and
danah boyd (Teen Sociality in Networked Publics). Unless otherwise stated,
the quotes come from danah boyd’s study.
This chapter and chapter 3, “Intimacy,” focus specifically on the dominant and normative practices of high-school teenagers. For most teens,
friendship-driven practices, such as those described in this chapter, play a
more central role in structuring new media participation than interestdriven practices. The seemingly popular social media highlighted in this
chapter, including MySpace and Facebook, are common tools for friendship-driven practices. While teens invested in both friendship-driven and
interest-driven activities may use these services, these sites are emblematic
of the genre of friendship-driven participation and support the kind of
social relations that center on popularity, romantic relationships, and
status. Although sites such as LiveJournal or web forums share much of
the functionality of MySpace or Facebook, they inhabit a genre in closer
alignment to interest-driven practices. While the dominant practice of
teens in MySpace and Facebook conform to a hanging out, friendshipdriven genre, kids sometimes also use these practices as jumping-off points
to messing around and more “geeked out” interests. Chapter 6 examines
the kind of technical and media expertise that youth develop as part of
their participation on social network sites.
This chapter focuses on the role that technology plays in establishing,
reinforcing, complicating, and damaging friendship-driven social bonds.
Emphasizing the role of mediating technologies, this chapter contextualizes practices involving social media within a broader discussion of
youth’s everyday friendship practices. After outlining a historical and
conceptual framework for understanding teen peer-based friendship, the
chapter examines how social media intersect with four types of everyday
peer negotiations: making friends, performing friendships, articulating
friendship hierarchies, and navigating issues of status, attention, and
drama. In all these cases, we consider how the unique affordances of
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contemporary networked publics are inflecting existing peer learning,
sharing, and sociability in new ways.
Peers and Friendship
Teen friendship practices in contemporary networked publics need to be
understood in relation to the broader contexts of teen sociability as it plays
out in U.S. high schools. The current debates over teen participation on
MySpace and Facebook are part of a longer history of intergenerational
struggle over parental authority, youth culture, and the peer relations fostered in high schools. Sociologists of youth culture identify the 1950s as a
pivotal period that saw the emergence of many of the dynamics that define
contemporary youth peer culture and adult attitudes toward youth. This
period saw a broadening of the base of teens who attend high school, a
growth in youth popular and commercial cultures, and the emergence of
an age-segregated peer culture that dominated youth’s everyday negotiations over status and identity (Chudacoff 1989; Frank 1997; Gilbert 1986;
Hine 1999). This period also saw the growth of a new set of intergenerational tensions, evident in the emerging discourse of juvenile delinquency
and tied to the recognition that “the American family itself now exercised
less influence on the cultural formation of youngsters” (Gilbert 1986, 17).
Even as youth were developing a sense of autonomous generational identity with the aid of popular media cultures, their period of financial dependency and segregation from adult roles was expanding as more and more
youth attended high school and higher education institutions. Stanley
Cohen (1972, 151) writes, “The young are consigned to a self-contained
world with their own preoccupations, their entrance into adult status is
frustrated, and they are rewarded for dependency.”
For contemporary youth, the age-segregated institutions of school, afterschool activities, and youth-oriented commercial culture continue to be
strong structuring influences. Despite the perception that online media are
enabling teens to reach out to a new set of social relations online, we have
found that for the vast majority of teens, the relations fostered in school
are by far the most dominant in how they define their peers and friendships. In the later chapters of this book, we consider how new media
networks enable youth to reach out beyond their given social relations and
to engage with intergenerational interest groups and forms of creative
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83
production and economic activity that give youth a role in adult social
worlds. This chapter, however, focuses on the more mainstream practices
of teens that are situated within the more conservative structures of youth
sociability, as largely segregated from but dependent on adult social worlds.
Within these contexts of normative youth sociability, adults (whether
in the role of parent, teacher, or media-technology maker) are generally
relegated to the role of provisioning or monitoring youth media ecologies
rather than as coparticipants.
The peer relations of children and teens are structured by a developmental logic supported by educational institutions organized by rigid age
boundaries. We share a cultural consensus that the ability to socialize with
peers and make friendships is a key component of growing up as a competent social being, and that young people need to be immersed in peer
cultures from an early age (Newcomb and Bagwell 1996; Berndt 1996).
Children are brought into preschools, kindergartens, and elementary
schools not only to learn what is traditionally taught and measured in the
classroom but also to learn how to develop friendships with peers (Corsaro
1985; Howes 1996). The “personal communities” that youth develop help
them negotiate identity and intimacy (Pahl 2000). During the period of
adolescence, kids’ social worlds become dominated by same-age peers,
adult oversight recedes, and the status and popularity battles that we typically associate with middle school and high school take hold. This is the
same period when kids transition from a largely homosocial context that
dominates elementary school to one that is increasingly defined by performances of heterosexuality (Eckert 1996; Pascoe 2007a; Thorne 1993).
Milner suggests that teens’ obsession with status exists because “they
have so little real economic or political power” (2004, 4). He argues that
hanging out, dating, and mobilizing tokens of popular culture all play a
central role in the development and maintenance of peer status. Working
out markers of cool in the context of friendship and peer worlds is one of
the key ways that youth do gender, race, class, and sexuality work (Bettie
2003; Pascoe 2007a; Perry 2002; Thorne 1993) and engage with teen-specific identity categories such as “jocks and burnouts” (Eckert 1989), “nerds
and normals” (Kinney 1993), or “freaks, geeks and cool kids” (Milner
2004). Teens have flocked to social media because they represent an
arena to play out these means of status negotiations even when they are
away from the school yard. Mediated teen social worlds began with the
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telephone and continue to today’s variegated palette of communications
technologies and popular media. Teens use all that is available to craft and
display their social identities and interact with their peers. Just as we see
in the locker rooms and cafeterias in high schools, online spaces introduce
opportunities for kids to display fashion and taste, to gossip, form friendships, flirt, and even harass other peers. While not all teens experience
bullying, most struggle with fitting in, standing out, and trying to keep up
with what is cool. These dynamics are often described in negative terms,
as “peer pressure,” but we can also consider them a powerful peer-based
learning environment where youth are constructing and picking up social
norms, tastes, knowledge, and culture from those around them.
For most teens, social media do not constitute an alternative or “virtual”
world (Abbott 1998). They are simply another method to connect with
their friends and peers in a way that feels seamless with their everyday
lives (Osgerby 2004). Popular social media3 such as instant messaging,
mobile phones, and social network sites are used interchangeably by
teens for a variety of friendship-driven practices. At an intimate level, teens
use social media to maintain “full-time intimate communities” with their
closest friends, just as Misa Matsuda (2005) witnessed in Japan with youth
usage of mobile phones. Yet, because of the affordances of media such as
social network sites, many teens move beyond small-scale intimate friend
groups to build “always-on” networked publics inhabited by their peers.
Teens will usually have a small circle of intimate friends with whom they
communicate in an always-on mode via mobile phones and IM, and a
larger peer group that they are connected to via social network sites. Social
media support a wide range of interactions, including those between
close friends and those that take place among a broader cohort of peers.
Social relations—not simply physical space—structure the social worlds
of youth.
The relations and social dynamics that play out in school extend into
the spaces created through social media. What takes place online is reproduced and discussed offline (Leander and McKim 2003). When teens are
involved in friendship-driven practices, online and offline are not separate
worlds—they are simply different settings in which to gather with friends
and peers. Conversations may begin in one environment, but they move
seamlessly across media so long as the people remain the same. Social
media mirror, magnify, and extend everyday social worlds. By and large,
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85
teens use social media to do what they have been doing—socialize with
friends, negotiate peer groups, flirt, share stories, and simply hang out.
At the same time, networked publics provide opportunities for alwayson access to peer communication, new kinds of authoring of public identities, public display of connectedness, and access to information about
others. In the sections to follow, we describe how these dynamics reinforce
existing friendship patterns as well as constitute new kinds of social
arrangements.
Box 2.1
Sharing Snapshots of Teen Friendship and Love
Katynka Z. Martínez
It is not uncommon for Stephanie to call Sandra so that they can plan
their outfits or hairstyles in anticipation of the next day of school. The two
sixteen-year-olds are best friends. They live in a low-income urban area of Los
Angeles and attend a public school thirty miles away from home. Stephanie,
who identifies as Colombian and Irish, shares a bedroom with her mother.
Her twenty-six-year-old brother sleeps in the converted den of their condominium apartment. I met Stephanie at the youth group of a local community
center. The center is less than a block away from her home. Stephanie volunteered to take part in a general interview regarding how youth use digital
media. She also signed up for a more detailed diary study in which she
recorded her use of digital media during the course of two days. Stephanie
would receive gift certificates for participating in these interviews. She had
the choice of receiving a certificate from iTunes, Amazon.com, or any other
online vendor. She opted for a gift certificate from Best Buy, the homeelectronics store where she would buy her first digital camera.
Photographs are important artifacts used by youth to capture their participation in teen rituals such as a prom or a quinceañera and also to document
less formal social escapades with friends. Sandra takes her digital camera to
school every day. On the days that she and Stephanie plan their outfits or
hairstyles, they make it a point to take photos of themselves that they then
post on MySpace. These photos, which they post on their individual profiles,
receive many comments from friends. Typical comments include “You look
so pretty!” and “This was so much fun!”
Before Stephanie had a digital camera, she would rely on Sandra to take
pictures. Stephanie explained, “I have the iPod and she has a digital camera.
We just work together.” Working together meant that the two girls shared
passwords to their Photobucket accounts. Photobucket is an image-hosting
and photo-sharing website. Individuals create an online album where they
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upload photos, videos, and any images they may have found online. Users
have the option of setting their album to private (accessible only through a
password) or public (accessible to anyone online). Stephanie’s and Sandra’s
Photobucket accounts are set to private, but the girls, as mentioned, have
shared their passwords with each other. While Sandra uploads photos that
the girls took together, Stephanie searches through public Photobucket
albums and uploads images that she may want to share with friends via
MySpace. Stephanie accesses Sandra’s album, finds pictures of herself, and
uploads these onto her own MySpace page. She rarely posts pictures of herself
on Friends’ pages. However, the images that she finds via public Photobucket
albums are eventually posted as comments on her Friends’ MySpace pages.
While showing off her Photobucket account, Stephanie proudly proclaimed
that she had more than four hundred images in her album. As she described
her typical session on Photobucket, it became clear that a shared understanding of friendship and romance was being constructed by her and other
Photobucket users:
I save a picture, save a picture, save a picture. How do I decide? Well, the first thing like,
you know, girls think about . . . I typed in “love.” And then things from The Notebook
came up. Different things. Then so I liked that so I was like, “Oh, I’ll type in ‘The Notebook.’“ And then I typed in “A Walk to Remember” because, you know, it’s another love
movie.
Stephanie begins describing her Photobucket activities with the assumption
that the first thing girls her age think about is love. After conducting a Photobucket search for the word “love” she finds that many users have tagged
the film The Notebook with this word. It is not surprising that the film would
be associated this way. The Notebook won the 2005 MTV Movie Award for Best
Kiss, an award that is voted on by MTV viewers. Like those viewers, Stephanie
was a fan of the film. However, she also typed in the name of “another love
movie,” A Walk to Remember, and continued typing in modified versions of
the word “love” to find additional images. She explained, “If you change the
word, it’s always different. ‘Young love’ like to see what comes up. And then
I typed in . . . and in ‘young love’ you saw ‘high-school sweethearts.’ And then
I typed in ‘high-school sweethearts.’ It all connects.”
It does, indeed, “all connect.” Sometimes these connections are made
by Photobucket users who have used the word “love” to tag snapshots of
themselves with their boyfriends or girlfriends. Other times the connection
is made by users who use the word “love” to tag stock footage of actors
or models displaying trite acts of affection (such as kissing on the beach
amid shallow waves). Also common on Photobucket are banners or boxes of
text with greetings, sayings, and words of encouragement. For example, a
“love” banner states the following in glittered letters: “It only takes a second
Friendship
2 say I luv u, but a lifetime 2 show it!” Stephanie has many similar banners
stored in her Photobucket album and plans to eventually post them on
Friends’ MySpace pages. She hopes that the “Get Out of Jail Free card” will
add humor to the MySpace page of a friend who knows someone who is
incarcerated. Stephanie is also storing images for future developments in her
friends’ lives. She displayed a banner with an inspirational quote and
explained, “Like if a guy broke up with my good friend or something, then
I’ll send her this.”
Most of the images in Stephanie’s Photobucket album allude to the
importance of friendship. For example, one proclaims: “Inside jokes, midnight calls, crazy at night, equals best friends.” While going through her
album, Stephanie explained, “And then I’ll type in ‘best friends’ and then
‘friends’ and then ‘boyfriend’ and then ‘girlfriend.’ You can go on forever.”
Sitting and watching Stephanie search for additional images and navigate
through the four hundred saved in her photo album, it was easy to see that
she very well could “go on forever.” The search engine served as a type of
thesaurus for Photobucket users. Having witnessed how engrossed she was in
these searches, one might wonder if this online quest would also manifest
itself in her approach to schoolwork that incorporates online research.
Katynka: And then so do you ever do searches like this, for homework?
Stephanie: For homework?
Katynka: Yeah. Like for a research paper or anything like that?
Stephanie: No.
Katynka: No? Do you use the Internet much for homework or not really?
Stephanie: Kind of. But they make it so hard. Like for English, you can’t use
Wikipedia. I understand that because whoever could, like, write in whatever.
But then they say we can’t use websites that have “.com” on the end. Only
“.edu.” I think they said. Or “.org.” So it’s hard.
Katynka: Uh-huh. So do they explain the difference to you between “.edu”
and . . .
Stephanie: Yeah. For that I will just use, like, the Internet at school because
they have this special library thing. I forgot what it’s called. I’ll show you.
“So long and good night,” I wrote, I posted on the bulletin. I put: “I’m going
to bed now.” Because that’s when I turn off the computer. “I want what I
want.” “I want to love somebody like you.” “I want to be your favorite hello
and your hardest goodbye.” “Texting is love.” “Cell phone love.” “My cell
phone is love.” “Best friends.”
Stephanie never did go to the “special library thing” that she briefly mentioned. Instead, she continued clicking through her album and eventually
shared her Photobucket password with me. This openness and collaborative
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spirit is at odds with her school’s approach to online sources of information.
The fact that her school has restrictions against referencing Wikipedia frustrates Stephanie but she ultimately understands that the school would take
this stance because “whoever could, like, write in whatever.” Yet it is precisely
this collaborative feature that makes Photobucket so appealing—you are able
to see the images that other users have associated with terms such as “love”
and “best friends.” Many times these images simply reproduce conventional
gender roles and a culture of consumption. However, youth are able to pick
and choose from among the images and, perhaps most important, contribute
their own works—some of which will challenge the representations of teen
friendship and love that have been created by outside forces without any
understanding of how youth actually negotiate relationships. Youth today are
taking portraits at social events, snapping pictures in the halls of their schools,
and borrowing from the photo albums of people they’ve never met. The fact
that they draw from all these sources suggests that youth’s friendship maintenance is in tune with a discourse of love and friendship that is being widely
displayed and (re)circulated.
Making Friends
Teens may select their friends, but their “choice” is configured by the
social, cultural, and economic conditions around them (Allan 1998).
Studies have shown that most friendships American youth develop are
between youth of approximately the same age, in part because of agestratified school systems and other cultural forces that segregate youth by
age (Chudacoff 1989; Montemayor and Van Komen 1980). Likewise, these
friendship groups tend to be relatively homogenous (Cohen 1977; Cotterell
1996), resulting in what sociologists call “homophily” (McPherson, SmithLovin, and Cook 2001). Homophily describes the likelihood that people
connect to others who share their interests and identity. Most of the teens
we interviewed tended toward building friendships with others of similar
age who shared their interests and values. While teens’ friendships were
not completely segregated by race, ethnicity, religion, and gender, none of
these factors was absent either.
Social media theoretically allow teens to move beyond geographic
restrictions and connect with new people. Presumably, this means that
participants could develop relations with people who are quite different
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from them. Research that tests this premise is sparse. One survey of Israeli
teens suggests that those who develop friendships online tend toward less
homogenous connections than teens who do not build such connections
(Mesch and Talmud 2007). While this suggests tremendous possibilities,
developing friendships online is not a normative practice, at least not for
U.S. teens. Surveys of U.S. teens indicate that most teens use social media
to socialize with people they already know or are already loosely connected
with (Lenhart and Madden 2007; Subrahmanyam and Greenfield 2008).
Even though MySpace is commonly viewed as a site for networking with
new people, teens consistently underscored that this is not what they do.
For example, Sabrina, a white fourteen-year-old from suburban Texas,
explained that while she uses MySpace, she never uses it to meet new
people. “I just find my friends and hang out.” Teens emphasized that IM
and social network sites were primarily valuable as media for socializing
with those they knew from school, worship centers, summer camps, and
other activities.
This is not to say that teens do not leverage social media to develop
friendships. Teens frequently use social media as additional channels of
communication to get to know classmates and turn acquaintances into
friendships. Melanie, a white fifteen-year-old from Kansas, explained,
“Facebook makes it easier to talk to people at school that you may not see
a lot or know very well.” She found Facebook to be helpful in getting to
know some of her classmates. Social network site profiles can also become
valuable tools for learning more about acquaintances. Carlos, a Latino
seventeen-year-old, told Dan Perkel (MySpace Profile Production) how
MySpace allowed him to learn that a boy who lived up the street was really
into skydiving. This prompted a conversation between Carlos and the
neighborhood boy, who then invited Carlos to go skydiving, but Carlos
was not old enough. While both Melanie and Carlos used social network
sites to make friends, these other teens were already members of their social
circles; they simply did not know them very well. Teens often use social
media to make or develop friendships, but they do so almost exclusively
with acquaintances or friends of friends (see figure 2.1).
While the dominant and normative social media usage pattern is to
connect with friends, family, and acquaintances, there are some teens who
use social media to develop connections with strangers. Some teens—
especially marginalized and ostracized ones—often relish the opportunity
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Figure 2.1
Teens socializing online and off-line. “MySpacing” photo courtesy of Luke Brassard,
2006, http://www.flickr.com/photos/brassard/138829152.
to find connections beyond their schools. Teens who are driven by specific
interests that may not be supported by their schools, such as those described
in chapters 5 and 6, “Gaming” and “Creative Production,” often build
relationships with others online through shared practice. Likewise, many
lesbian, gay, bisexual, and transgender (LGBT) teens who feel isolated at
school often find social media valuable in making social connections with
other LGBT youth (Gray 2009). In addition to these interest- and identitydriven motivations for building connections, some teens connect with
strangers precisely because they are strangers. One of the boys Christo Sims
spoke with in his “Rural and Urban Youth” study valued the opportunity
to talk anonymously with other youth without facing social consequences
(see box 3.2). Social media allowed him to discuss intimate matters—such
as going through puberty—that would be difficult to bring up in the local
context for fear of embarrassing himself and damaging his local—and
persistent—reputation. He was not interested in meeting his Internet
friends or connecting them to his everyday peer group, but he valued the
social support he gained through these connections.
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While there are plenty of teens who relish the opportunity to make new
connections through social media, this practice is heavily stigmatized.
Jessica, a college freshman who participated in the “Freshquest” study, told
Megan Finn that she had been very shy in middle school so she started
meeting people through IM. While she made a close friend that way, she
believes that such connections are rare—“I don’t know anyone that has
any Internet friends.” She also highlights that her classmates think she’s
“weird” and label her a “freak” for meeting people online.
The stigma that Jessica faces is not simply kid-driven. While there is a
stigma for not being able to make friends at school, developing friends
online is further vilified by cultural fears that meeting people online is
dangerous. The same “stranger danger” rhetoric and “terror talk” that limit
youth from interacting with strangers in unmediated public spaces (Levine
2002; Valentine 2004) also have taken hold for online spaces. There are
school assemblies dedicated to online dangers, primarily the possibility of
sexual predators. Mainstream media, law enforcement, teachers, and
parents reinforce the message that interacting with strangers online is risky.
While the percentage of teens who have experienced unwanted sexual
solicitations has declined through the years (Wolak, Mitchell, and Finkelhor
2006), the fear that youth—and especially girls—are at risk has increased
(Cassell and Cramer 2007; Marwick 2008). At a deeper level, the public
myths about online “predators” do not reflect the actual realities of sexual
solicitation and risky online behavior (Wolak et al. 2008). Not only do
unfounded fears limit teenagers unnecessarily but they also obscure preventable problematic behavior (Valentine 2004). During the tenure of our
project, we watched as this stigma was amplified by a moral panic that
formed around MySpace.
While social media have the potential to radically alter friendshipmaking processes, most teens use these tools to maintain preexisting
connections, turn acquaintances into friendships, and develop connections through people they already know. Social media offer a platform for
teens to take friendships to a new level. Those teens who seek new friends
through networked media are a minority, often because developing online
connections is stigmatized and set against a backdrop of adult fears
of stranger danger and mainstream youth norms that center on schoolcentered sociability. Even against this backdrop, some teens value the
opportunity to gain social support that they cannot find locally.
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Box 2.2 From MySpace to Facebook: Coming of Age in Networked
Public Culture
Heather A. Horst
One of the fundamental shifts in American youth culture revolves around
kids’ engagement in what has been termed “networked public culture,” or
“those cultural artifacts associated with ‘personal’ culture (such as home
movies, snapshots, diaries, and scrapbooks) that have now entered the arena
of ‘public’ culture (such as newspapers, cinema, and television)” (Russell
et al. 2008). For young adults such as eighteen-year-old Ann, a white teenager
living on the outskirts of Silicon Valley, the entrée into networked public
culture came through MySpace. Throughout her junior and senior years of
high school, Ann was an active MySpace user who uploaded pictures and
commented on friends’ comments on a daily basis. Ann also participated in
what she and her friends called “MySpace parties,” or sleepovers that involved
dressing up and taking photographs to post on their respective MySpace pages.
Ann and her friends enjoyed trying on different clothing, such as short skirts,
bra tops, fishnet stockings, or other sexy clothes. They also began to make
videos of “funny stuff,” such as her friends dancing or imitating celebrities.
After accepting an offer to attend a small liberal-arts college in Washington
State, Ann received an invitation from her future dorm’s resident assistant
(RA) to participate in Facebook, a social network site that (at the time) catered
to the college community. Ann’s RA sent her an invitation to be a member
of the “Crystal Mountain” wing, part of a wider network of ninety dorm residents attending her new college. Ann admitted that in the course of two
weeks she was spending hours at a time perusing different people’s sites,
looking for familiar names and faces and checking out friends of friends.
As the summer progressed, Ann increasingly felt that she was becoming
“addicted” to Facebook, checking it anytime she had a free moment for status
updates (e.g., a change to someone’s profile), which was an average of four
to five times per day, a typical session lasting about ten minutes. Through
this brief, repetitive engagement, Ann started to meet the other students
slated to live in her dorm, the most important and exciting of these new
connections being her future roommate, Sarah. Describing her fascination
with her Facebook page, Ann explained:
And you can see everyone else’s dorm room and I have groups. Like everyone in my
dorm room is in this group. And you can see all the others . . . and so I can see who my
RA is going to be and stuff and so it’s really cool. And then I have . . . I can show you
my roommate. It’s really exciting. So I can see her. And so it . . . I don’t know, I can just
see a picture of her instead of having to wait and stuff.
During the course of the summer, Ann and her future roommate, Sarah,
“poked” each other and sent each other short messages and comments.
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Some of these messages were pragmatic, such as when they planned to move
into their dorm room, what “stuff” they had, or which classes they planned
to take. Alongside using Facebook to facilitate communication, Ann delved
into the details of Sarah’s Facebook page for insight into what she imagined
would be shared interests, the most obvious being her taste in music and
media.
But actually her and I like a lot of the same music, I could tell from her Facebook. And
so we were talking about concerts that we’ve been to this summer and stuff. So I’m
sure . . . ’cause she’s bringing a TV ’cause she lives in a really, really rich area of Washington. And so I think she’s bringing a really nice TV, so I’m like I should probably bring
something kind of nice. So I think I’ll bring this [iPod speakers] and then we can both
hook our iPods up whenever we want. . . . I’m supposed to bring a microwave but I don’t
think I’ll bring a microwave.
More than reflecting shared interests or competitive consumption, Ann’s
decision about what to bring to college was aligned with a desire to construct
an aesthetic balance. Buying new, trendy iPod speakers complements the
“really nice TV” Sarah will be contributing to their room. Ann also hoped
that the speakers might create an acoustic space wherein Ann and Sarah could
hang out and listen to music together. Ann and Sarah decided to upload a
few pictures of their bedrooms at home onto their Facebook pages to get a
sense of each other’s style and tastes. Ann was excited when she looked at
the photographs and saw Sarah’s signature colors. “I’m brown and pink stuff
and she’s brown and blue stuff!” Ann surmised that this aesthetic harmony
would also signify a harmonious relationship (cf. Clarke 2001; Young 2005).
For Ann, and individuals like her, MySpace and Facebook have played an
important role in structuring and sustaining her social worlds, including her
ability to imagine her future college life in the dorm and to establish relationships with new individuals and communities. They also have provided Ann
with opportunities to understand and assert her own sense of who she is and
who she will become in the mediated transition from high school to college.
Much like homecoming, prom, and graduation, Facebook, MySpace, and
other spaces of networked public culture have now become part and parcel
of the coming-of-age process for teenagers in the United States.
Performing Friendships
Small children often seek confirmation of friendships through questions
such as “We’re friends, right?” (Corsaro 1997, 164). Yet, in everyday
life, most youth friendships are never formalized or verified except
through implicit social rituals. One of the ways in which social media alter
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friendship practices is through the forced—and often public—articulation
of social connections. From instant-messaging “buddy lists” to the public
listing of “Friends” on social network sites, teens are regularly forced to
list their connections as part of social media participation. The dynamics
surrounding this can directly affect friendship practices.
The articulation of connections in social media serves three purposes.
First, these lists operate as an address book, allowing participants to
keep a record of all the people they know. Second, they allow participants
to leverage privacy settings to control who can access their content,
who can contact them, and who can see if they are online or not. Finally,
the public display of connections that takes place in social network
sites can represent an individual’s social identity and status (Donath and
boyd 2004).
The practice of creating an “address book” is common across many
genres of social media. With email address books and mobile phone contacts lists, the collection of relations is simply meant as a reference tool to
help the participant remember another person’s email address or phone
number. Because these are never made visible nor are people required to
approve of address book inclusion, address books are little more than a
reference tool.
With IM, buddy lists are both references and the initial site of interaction. Buddy lists display a person’s contacts as well as a variety of presence
information about online and idle status as well as “away messages” that
convey additional personal and contextual information (Baron 2008;
Grinter, Palen, and Eldridge 2006). Social network sites take this one
step further by displaying the list of connections on a person’s profile in
a way that is visible to anyone who can view that profile. On social network
sites, “Friends” end up serving as a part of a person’s self-representation
on the site as well as the foundation of access control to certain features
(e.g., commenting) and content (e.g., blog posts). Teens use Friends to
enact their identity (Livingstone 2008) and imagine the social context
(boyd 2006).
“Friends” in the context of social media are not necessarily the same as
“friends” in the everyday sense (boyd 2006).4 Social network sites use the
term “Friends” to label all articulated relationships, regardless of intensity
or connection type (e.g., family or colleagues). Different challenges are
involved in choosing whom to select as Friends. Because Friends are
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displayed on social network sites, there are social tensions concerning
whom to include and whom to exclude. Furthermore, as many IM clients
and most social network sites require confirmation for people to list one
another,5 choosing to include someone prompts a “Friend request” that
requires the recipient to accept or reject the connection. This introduces
another layer of social processing. While teens are developing a set of
shared social practices for Friending, the norms for these practices are still
in a state of flux and interpretive flexibility, as is characteristic of the early
years of adoption of a new technology. Further, the technology capabilities
also are evolving in tandem with the development of user practices or
norms. Teens’ ongoing debate and negotiation over what is socially appropriate, combined with Internet companies’ efforts to monitor and regulate
these practices, is gradually stabilizing a set of practices for how youth
publicly articulate their social relations on social network sites.
Teens have different strategies for choosing whom to mark as Friends.
By and large, the teens we interviewed include as Friends those they
know—friends, family, peers, and so on. Yet, even within the confines of
this general rubric, there is immense variation. Teens may choose to accept
requests from peers they know but do not feel close to, if only to avoid
offending them. They may also choose to exclude people they know well
but do not wish to have present on Facebook or MySpace. This category
may include parents, siblings, and teachers.
Both MySpace and Facebook offer many incentives for adding people
other than close friends. Many of the privacy features that were introduced
during the course of our study limit non-Friends from profile viewing,
leaving comments, and, in some cases, sending messages. Teens who wish
to talk with peers or friends of friends are encouraged to accept requests
from peers so as to open the channel of communication. Likewise, teens
who use MySpace to distribute their music think it is important to accept
requests from any potential fans.
Teens must determine their own boundaries concerning whom to accept
and whom to reject. For many, this is not easy. In determining boundaries,
there are common categories of potential Friends that most teens address
in their decision-making process. The first concerns strangers. While many
early adopters of MySpace gregariously welcomed anyone and everyone as
Friends, the social norms quickly changed. For most teens, rejecting
such requests is now the most common practice. Although teens who
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accept Friend requests from strangers rarely interact with these people
online, let alone offline, the same concerns that keep teens from interacting with strangers online also keep them from including strangers in
their lists of Friends. Yet fear is not the only reason teens choose to deny
strangers.
Trevor, a seventeen-year-old working-class white boy from a suburb in
northern California, says he added only people he knew in the physical
world to his Friends list on MySpace because “I don’t want anyone on here
that I don’t know” (C. J. Pascoe, Living Digital). By denying strangers,
Trevor reinforces MySpace’s claim that it is “a place for friends.” He thinks
that people who accept requests from those they do not know are trying
“to seem more popular to themselves.” Trevor is not alone in his criticism
of those who are open with their Friends lists. Mark, a white fifteenyear-old from Seattle, complains that “there’s all these people that judge
[MySpace] as a popularity contest and just go around adding anyone that
they barely even know just so they can have like, you know, 500,000
friends just because it’s cool. I think that’s stupid, personally.” Those who
collect large numbers of Friends on MySpace are derogatively called
“MySpace whores.” While this term is both gendered and sexualized in
nature and those loaded references are sometimes intended, it is applied
to both boys and girls and refers to attention seekers of all types, not just
those seeking sexual attention.
The vast majority of those who collect large numbers of Friends are
adults—musicians, politicians, corporations, and both real and wannabe
celebrities. Teen musicians and activists sometimes collect Friends for the
same purposes as public-facing adults—to connect with fans and develop
a following. Teens also do so as a form of entertainment or competition
among friends. These teens are not interested in developing friendships
with those they include as Friends; they simply collect them because it is
something to do. One boy said that it is fun to see which attractive women
would say yes to his Friend requests. Collecting attractive women is so
common that spammers started making fake profiles of attractive women
to lure men.
Mass Friend collecting is just one of the practices of connecting with
strangers. Teens commonly send Friend requests to bands and celebrities.
Teens do not believe that such connections indicate an actual or potential
friendship, but they still find value in these Friends. Bands and celebrities
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frequently send messages—and sometimes VIP opportunities—to the fans
who are their Friends. Teens enjoy receiving these, value the occasional
comment, and sometimes enjoy connecting with other fans by leaving
comments themselves. Such connections serve as a public display of taste
and identity (Donath and boyd 2004).
Teens also use the Friending feature to build communities based on
specific affiliations. For example, Christo Sims (Rural and Urban Youth)
interviewed a sixteen-year-old Haitian American girl from Brooklyn,
New York, named Ono who accepts all Friend requests from people who
are Haitian “because I’m from Haiti, and I want to keep all the Haitians
together.” By making these connections, Ono is able to inhabit a community on MySpace that is dominated by Haitians from all over the
world. She may not build personal relationships with these people, but
connecting to them allows her to participate in a networked public of
people like her.
While most teens who connect with strangers have no expectation of
building a relationship out of this performed connection, there are teens
who happily add people to whom they are attracted in the hopes that one
of these connections might develop into something more. This practice is
often controversial, both in adult and youth worlds. Adults are concerned
that this opens the door for pedophiles pretending to be teens, even
though the data show that deception is virtually nonexistent on the rare
occasions in which sexual solicitation occurs through these sites (Wolak et
al. 2008). Also, many teens—especially girls—think talking to any stranger
is risky, as it exposes them to unknown adults as well as to fellow teens
who may take an unwanted interest in them.
There is little social cost to rejecting Friend requests from strangers—
because these people are unknown, teens do not worry about offending
them. Rejecting known individuals, on the other hand, is much more
complicated. By and large, the social convention is to accept Friend requests
from all known peers, including all friends, acquaintances, and classmates,
regardless of the quality of the relationship. Jennifer, a white seventeenyear-old from a small town in Kansas, always accepts requests from people
she knows because “I’d feel mean if I didn’t.” She sees such requests as a
sign of niceness and an opening of potential friendship. Additionally, she
thinks it is important to be nice because she would be mad if someone
rejected her attempt to be nice.
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As Jennifer indicates, some teens use the Friend request feature to develop
acquaintances into friends. When Bob, a nineteen-year-old white male
from rural California, meets someone new, he turns to Facebook to learn
more about the person because “it gives you a deeper level of comfort with
the person after you meet them” (Sims, Rural and Urban Youth). Using
social network site profiles to research someone’s tastes, style, affiliation,
and social connections provides valuable conversation fodder in addition
to offering signs of potential friendship compatibility. Furthermore, the
online communication channels provide a low-cost and casual option for
initiating conversations. As Bob explains, becoming Friends on Facebook
sets up your relationship for the next time you meet them to have them be a bigger
part of your life. . . . Suddenly they go from somebody you’ve met once to somebody
you met once but also connected with in some weird Facebook way. And now
that you’ve connected, you have to acknowledge each other more in person
sometimes.
The ritual of Friending can permit or prompt direct interaction when the
teens involved see one another in school or at a group function; it lays the
groundwork for building a friendship and gives reason to single the other
out from the group and initiate communications. From Bob’s point of
view, Facebook allows teens to take a new relationship “to the next level
immediately.”
Bob feels comfortable sending Friend requests to people he does not
know well in the hopes of future connections. Yet not all Friend requests
from acquaintances are attempts to deepen the relationship. Often teens
send requests to everyone they know or recognize and no additional
contact is initiated after the Friend request is approved. This only adds to
the awkwardness of the Friend request. As Lilly, a white sixteen-year-old
from a Kansas City suburb, explains, getting Friend requests from classmates does not even mean that they know who you are at school, making
it difficult to bridge the gap between online and offline.
It’s just on Facebook, you’re friends. At school, you don’t have to talk if you don’t
want to. . . . It’s kind of nice, but then at the same time it’s not because you know
they’re your Friends. . . . You don’t say hi in the hall ‘cause maybe they just added
me because somebody else had me added and they’d be like, “I don’t know who
you are. Hi.”
Lilly accepts requests from all classmates, even those from classmates she
barely knows, but her friend Melanie prefers to mock the dynamic that
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this sets up. Melanie, a white fifteen-year-old, will approach classmates
who send her Friend requests with comments such as “Hey Friend from
Facebook,” simply because she thinks it is funny. Melanie’s approach to
Facebook is quite unusual. Not only is she willing to call out the absurdity
of being Friends online but not talking at school, but she also is willing to
buck the norms by rejecting people she does not like and deleting people
who annoy her. Melanie notes that Facebook “is better than real life”
because while there is no simple mechanism to formally indicate disinterest in school, it is possible to say “no” on Facebook by rejecting Friend
requests. Unlike Melanie, who is comfortable deleting Friends who annoy
her on Facebook, most teens find deleting people discomforting and inappropriate. Penelope, a white fifteen-year-old from Nebraska, says that deleting a Friend is “rude . . . unless they’re weird.” Yet, while she will do it
occasionally, the process of deleting someone is “scary” to Penelope; she
fears that she will offend someone.
Generally, it is socially unacceptable to delete a Friend one knows. When
this is done, it is primarily after a fight or breakup. In these situations, the
act of deletion is spiteful and intentionally designed to hurt the other
person. Teen awareness of malicious deletions adds to the general sense
that deleting someone is socially inappropriate. Thus, it can be problematic
when teens accidentally delete people they know. Ana-Garcia, a fifteenyear-old half-Indian, half-Guatemalan girl from Los Angeles, faced this
problem when her brother decided to log in to her account and delete two
pages’ worth of Friends. Luckily, those she did know understood as soon
as she explained what happened. Gabbie, a seventeen-year-old Chinese girl
from a suburb in northern California whom C. J. Pascoe (Living Digital)
interviewed, found herself on the opposite side. Her feelings were initially
hurt when her friend deleted her, but she confronted him and learned that
he did it by mistake. “I just asked him, I was like, ‘Why did you delete
me?’ And he was like, ‘I didn’t know!’ So he added me on. But he’s one of
my closest friends.”
While deleting known people can be seen as malicious, it is socially
acceptable to choose to move from an open profile to a closed one and
delete strangers. In fact, this is often encouraged. Lolo, a Latina fifteenyear-old from Los Angeles, says: “At the beginning, I was just adding people
just to get friends and just random boys living in New York or Texas. Then
my boyfriend kinda like, ‘You don’t know them. You don’t know them,’
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so I deleted them and then I had three hundred and I really knew them.”
Deleting strangers, like rejecting their initial Friend requests, is viewed as
having no social repercussions.
The Friends feature forces teens to navigate their social lives in new ways.
Although youth are in a process of actively negotiating the underlying
social practices and norms for displaying friendship online, we have
observed an emerging consensus about socially appropriate behavior that
largely mirrors what is socially appropriate in offline contexts. The process
of adding and deleting Friends is a core element of participation on social
network sites. It allows teens to negotiate who can gain access to their
content, but it also means that teens have to manage the social implications of their decisions. Because the peer groups that teens connect with
on social network sites are the same as those they socialize with in everyday
life, decisions about whom to accept and whom to reject online directly
affect their offline connections. By facing decisions about how to circumscribe their Friends lists, teens are forced to consider their relationships,
the dynamics of their peer group, and the ways in which their decisions
may affect others. These processes make social status and friendship more
explicit and public, providing a broader set of contexts for observing these
informal forms of social-evaluation learning. It makes peer negotiations
visible in new ways, leading to heightened stakes as well as opportunities
to observe and learn about social norms from their peers.
Friendship Hierarchies
A Friend connection alone says nothing about its strength. By accepting
all acquaintances as Friends, teens can avoid offending peers who might
believe there to be a stronger connection. Yet an additional feature
on MySpace—“Top Friends” (formerly “Top 8”)—complicates matters by
forcing teens to indicate whom they are closest with among their Friends.
While MySpace designed this feature to allow participants to showcase
their actual close friends, many teens highlight that this feature is the
crux of what makes MySpace filled with social drama. These practices
of displaying friendship hierarchies online are controversial and more
fraught than the simple articulation of Friend connections.
Rhetoric such as “best friends forever” (“BFF”) is common among children, especially young girls (Thompson, Grace, and Cohen 2001, 62). This
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stems from a desire by children to understand the strength of their relationships and embedded in this is an expectation of affirmation and reciprocity. Most friendship declarations take place verbally between friends,
but girls have used symbolic accessories such as “BFF” heart charms and
friendship bracelets to formalize and display their connection. While these
practices exist, they are far more common with elementary-school children
and middle-school tweens than with teenagers. The idea of “best friends”
does not disappear in high school, but the formal symbolism fades.
In many ways, MySpace’s Top Friends forces teenagers to publicly articulate their best and “bestest” Friends. This feature requires participants to
list up to twenty-four Friends’ names in a grid. Designed to help participants add nuance to their Friends list, this feature quickly became a social
battleground as participants struggled over who should make the list and,
more important, who should be in the first position. Anindita, an Indian
seventeen-year-old from Los Angeles, explains:
People will be like, “Why am I number two? You’re number one on my page.” I was
like, “Well, I can’t make everyone number two. That’s impossible.” Especially with
boyfriends and girlfriends, get in a fight like, “Why is she before me? I’m your
girlfriend. I should be higher than her.” I’m just like, “Okay.” I don’t really think
it’s a big deal, the top thing. If you’re friends, you shouldn’t lose your friendship
over that.
Like many teens, Anindita finds the social dynamic around Top Friends
annoying. Yet she is not immune to its effects. Even though she thinks it
should not be important, it is a topic of regular conversation among her
friends. While Anindita may see her friends’ attitude as cattiness, Top
Friends surfaces insecurities by forcing teens to face where they stand in
the eyes of those around them. As Nora, a white eighteen-year-old from
Virginia, explains on her MySpace: “It’s like have you noticed that you
may have someone in your Top 8 but you’re not in theirs and you kinda
think to yourself that you’re not as important to that person as they are
to you . . . and oh, to be in the coveted number one spot!” Many teens see
the Top Friends feature as a litmus test of their relations and this prompts
anxieties in teens about where they stand.
Reciprocity plays a central role in the negotiation of Top Friends.
Many teens expect that if they list someone as a Top Friend, that person
should list them in return. Teens worry about not being listed and
about failing to list those who list them. Jordan, a biracial Mexican-white
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fifteen-year-old from Austin, Texas, says: “Oh, it’s so stressful because if
you’re in someone else’s [Top Friends] then you feel bad if they’re not in
yours.” The struggles that teens face in constructing their Top Friends
resemble those involved in choosing whom to invite for a special occasion.
Nadine, a white sixteen-year-old from New Jersey, described this on her
MySpace:
As a kid, you used your birthday party guest list as leverage on the playground. “If
you let me play I’ll invite you to my birthday party.” Then, as you grew up and got
your own phone, it was all about someone being on your speed dial. Well, today
it’s the MySpace Top 8. It’s the new dangling carrot for gaining superficial acceptance. Taking someone off your Top 8 is your new passive-aggressive power play
when someone pisses you off.
While there are parallels among Top Friends, speed dial, and the birthday
party, there are also differences. Top Friends are persistent, publicly displayed, and easily alterable. This makes it difficult for teens to avoid the
issue or make excuses such as “I forgot.” When pressured to include
someone, teens often oblige or attempt to ward off this interaction by
listing those who list them. Catalina, a white fifteen-year-old from Austin,
Texas, says: “If you’re in someone else’s, you have to put them in yours.”
Other teens avoid this struggle by listing only bands or family members.
While teens may get jealous if other peers are listed, family members are
exempt from the comparative urge. This is the strategy that Traviesa, a
Hispanic fifteen-year-old from the Los Angeles area, takes to avoid social
drama with her friends:
It’s very difficult to choose a Top 8 because when you do, your friends are like, “Well,
why didn’t you choose me?” And this and that, and I’m like, “Well, all right fine,
I’ll just choose,” like I choose my cousins now because I can’t deal with it. Like
everybody’s always like, “Why didn’t you put me on, why am I not on your Top 8?
You’re on mine.”
In addition to having to decide whom to include, teens must also decide
in what order those Friends are listed. Zelda, a fourteen-year-old boy from
Brooklyn who was born in Trinidad, told Christo Sims (Rural and Urban
Youth):
It’s just your best friends; you just put them in the top whatever. If you had a girlfriend or a boyfriend, you put them first. And, then, you just go down like people
that you’re cool with and then people who are just normal friends. It just keeps on
going down. But, it’s mostly, if the people who you’re really friends with, they stay
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at the top. And, then, sometimes, because people will be, they get mad ‘cause they’re
like, “Oh, I’m not your friend. I’m not your best friend.”
The most valuable position—the “first”—is the one in the upper left corner
of the grid. This position is usually reserved for a person’s “best” friend,
significant other, or a close family member. While few object to a significant other’s appearing first, some teens, especially girls, get jealous when
other same-sex peers are listed above them on the page of the person they
believe to be their closest friend. Exceptions are made for family members
and it is common in some teen circles to list family first. While some teens
list family to avoid conflict with friends, others do so because they see a
family member as their closest friend. This is exemplified by Laura, a white
seventeen-year-old with Native American roots from suburban Washington
State, who said: “My sister is in position number one because she is one
of my best friends and she will be there for me most likely longer than
anyone else.”
Although most teens find a way to manage the Top Friends feature,
others prefer to avoid it altogether. Some intentionally leave Tom Anderson,
the site’s founder, in the first position while others find more creative solutions. One teen explained that she changed her Top Friends every month,
creating themes such as “all Sagittarius Friends.” After getting frustrated
with the resultant social drama, Amy, a biracial black-white sixteenyear-old from Seattle, found code that allowed her to not display her Top
Friends on her profile, and, thus, no one could be upset with her. While
Amy’s approach is uncommon, it highlights the power of this feature in
shaping how teens interact with the site.
Not all teens participate in the social dramas that result from Top Friends,
but it does cause tremendous consternation for many. The Top Friends
feature is a good example of how structural aspects of software can force
articulations that do not map well to how offline social behavior works.
Top Friends suggests a single, context-free, hierarchical ranking of friends
and a hard cut between “Top” friends and everyone else. This results in
social drama for multiple reasons. First, teens do not necessarily think of
their friends as hierarchically ranked, but the technology forces this
ranking. Second, teens might feel closer to different friends in different
contexts and along different dimensions. Friends from a sports team might
be different from friends in geometry class. All those situational distinctions are erased in the Top Friends feature. As a result, friends from different
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contexts are forced into a single spot for comparison. Finally, people might
feel close to some friends because they get them invited to parties and close
to other friends because they help them with their homework.
Because of the ways in which Top Friends collapses the complexities of
social relations and hierarchies, teens have developed a variety of social
norms to govern what is and is not appropriate. While common practices
ease some tensions, the Top Friends feature still causes anxieties and
social pressures. Most of these stabilize through time but not without a
few battle scars.
The process of articulating and ranking Friends is one of the ways in
which social media take what is normally implicit and make it explicit.
When teens are enmeshed in dramas about social categories, cliques, and
popularity, the forced nature of Friending can be turbulent. Like the practices of accepting or rejecting Friend requests, the practices of ranking
Friends translates certain forms of social connectedness into an online
representation. The problem with explicit ranking, however, is that it
creates or accentuates hierarchies where they did not exist offline, or were
deliberately and strategically ambiguous, thus forcing a new set of socialstatus negotiations. The give-and-take over these forms of social ranking is
an example of how social norms are being negotiated in tandem with the
adoption of new technologies, and how peers give ongoing feedback to one
another as part of these struggles to develop new cultural standards.
Status, Attention, and Drama
The issue of whom one is friends with, and whom one is “best friends”
with, is embedded in a broader set of struggles over status among peers at
school (Milner 2004). Because social media are used in a variety of friendship-driven practices, they are also home to the struggles that occur as a
natural part of this process. Teens use social media to develop and maintain
friendships, but they also use them to seek attention and generate drama.
Often the motivation behind the latter is to relieve insecurities about
popularity and friendship. While teen dramas are only one component
of friendship, they often are made extremely visible by social media.
The persistent and networked qualities of social media alter the ways that
these dramas play out in teen life. For this reason, it is important to pay
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special attention to the role that social media play in the negotiation of
teen status.
Teens seeking to spread rumors or engage in drama often use social
media. These acts may be lightweight parts of everyday teen life or they
may snowball in magnitude and become acts of bullying. Regardless of
the intensity, our research shows that the acts of drama involving social
media are primarily a continuation of broader dramas. Stan, a white
eighteen-year-old from Iowa, said: “You’d actually be surprised how little
things change. I’m guessing a lot of the drama is still the same; it’s just
the format is a little different. It’s just changing the font and changing
the background color really.” While the underlying practices may be the
same, Michael, a white seventeen-year-old from Seattle, pointed out that
social media amplify dramas because they extend social worlds beyond
the school.
MySpace is a huge drama maker, but when you stick a lot of people in one thing,
then it’s . . . it always causes drama. ‘Cause, like . . . MySpace is, like, a really big
school . . . school’s filled with drama. MySpace is filled with drama. It’s just when
you get people together like that, that’s just how life works and stuff.
Properties of social media can alter the visibility of these acts, making them
more persistent and more difficult for participants to get a complete picture
of what’s happening or interpret the acts accurately.
Gossip and rumors have played a role in teen struggles for status and
attention since well before social media entered the scene (Milner 2004).
When teens gather with friends and peers, they share stories about other
friends and peers. New communication channels—including mobile
phones, IM, and social network sites—have all been used for the purposes
of gossip. Some teens believe that the new media tend to replace the older
media as a tool for gossip. Trevor, a white seventeen-year-old from a northern California suburb in C. J. Pascoe’s “Living Digital” study, argued that
“the Internet has taken the place of phones . . . it spreads all rumors and
gossip.”
While it is unclear whether or not the Internet has changed the frequency of gossip, social media certainly alter the efficiency and potential
scale of interactions. Because of this, there is greater potential for gossip
to spread much farther and at a faster pace, making social media a catalyst
in teen drama. While teen gossip predates the Internet, some teens blame
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the technologies for their roles in making gossip easier and more viral.
Elena, a sixteen-year-old girl from Armenia who was adopted by a Mormon
family in suburban northern California, explained:
And the thing on a lot of MySpace is it brings a lot of drama. A lot of drama. Because
it’s like, oh, well, “Jessica said something about you.” “Oh, really?” “Yeah, we
heard it from this girl, Alicia.” So then you click on Jessica and talk about comments
that Alicia did and then you go from Alicia to her friends. It’s this whole going
around. And then I’m like, “I was on Alicia’s email last night and she’s saying
this about you.” It just gets really out of control, I think. And you’re in everyone’s
business. . . . That’s what happened with me and my friends. We got into a lot
of drama with it and I was like, anyone can write anything. It can be fact, fiction.
Most people, what they read they believe. Even if it’s not true. (C. J. Pascoe, Living
Digital)
Social media provide another stage on which dramas can be played
out. Some of these dramas are truly dramatic, while others are mundane
parts of everyday life. When content is persistent (e.g., comments on
social network sites), teens can gain access to the content even when
they were not present for the situation being referenced. The public nature
of social network sites, in particular, makes it much easier for teens to
“overhear” what is being said. Furthermore, because teens’ presence as
observers may not be noticeable online, social network sites can allow
them to “stalk” their peers, keeping up with the gossip and lives of
people they do not know well but with whom they are familiar. Penelope,
a white fifteen-year-old from Nebraska, said: “If [the popular kids are]
having a fight you know about it. They confront each other. They say,
‘Well, if you’re going to leave a comment like that on her page then you’d
better send a comment to everybody because this is a war,’ or something
like that.”
While teens can surf through their MySpace or Facebook Friends’ profiles
to read their comments, Facebook introduced a feature in September 2006
that made this process much easier: the News Feed. When teens log in to
their Facebook, they are presented with a News Feed that lists actions taken
by their Friends on the site. Some of the actions that are announced on
the News Feed include when two people become Friends, when someone
leaves a comment on someone else’s wall, when a Friend uploads new
photos, and when two people break up. Although teens can opt out of
this, many of them do not, either because they do not know about the
option or because the juicy updates are too alluring.
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Cachi, a Puerto Rican eighteen-year-old from Iowa, finds the News Feed
useful “because it helps you to see who’s keeping track of who and who’s
talking to who.” She enjoys knowing when two people break up so that
she knows why someone is upset or when she should reach out to offer
support. Knowing this information also prevents awkward conversations
that might reference the new ex. While she loves the ability to keep up
with the lives of her peers, she also realizes that this means that “everybody
knows your business.”
Some teens find the News Feed annoying or irrelevant. Gadil, an Indian
sixteen-year-old from Los Angeles, thinks that it is impersonal, while
others think it is downright creepy. For Tara, a Vietnamese sixteen-year-old
from Michigan, the News Feed takes what was public and makes it more
public: “Facebook’s already public. I think it makes it way too like stalkerish.” Her eighteen-year-old sister, Lila, concurs and pointed out that it
gets “rumors going faster.” Kat, a white fourteen-year-old from Salem,
Massachusetts, uses Facebook’s privacy settings to hide stories from the
News Feed for the sake of appearances.
As a feature that amplifies public acts, Facebook’s News Feed helps
rumors posted publicly to spread farther faster. Yet, according to the teens
we interviewed, the vast majority of rumors spread through more private
channels such as IM and text messaging. IM allows teens to converse with
multiple people at once as well as copy and paste conversations to spread
information. Through forwarding, text messaging can help create gossip
chains. Thus, even though these channels may be more “private,” information can become public through incessant sharing.
While gossip is fairly universal among teens, the rumors that are spread
can be quite hurtful. Some of these escalate to the level of bullying. We
are unable to assess whether or not bullying is on the rise because of social
media. Other scholars have found that most teens do not experience
Internet-driven harassment (Wolak, Mitchell, and Finkelhor 2007). Those
who do may not fit the traditional profile of those who experience schoolbased bullying (Ybarra, Diener-West, and Leaf 2007), but harassment, both
mediated and unmediated, is linked to a myriad of psychosocial issues that
include substance use and school problems (Hinduja and Patchin 2008;
Ybarra, Diener-West, and Leaf 2007).
Measuring “cyberbullying,” or Internet harassment, is difficult, in
part because both scholars and teens struggle to define it. The teens we
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interviewed spoke regularly of “drama” or “gossip” or “rumors,” but few
used the language of “bullying” or “harassment” unless we introduced
these terms. When Sasha, a white sixteen-year-old from Michigan, was
asked specifically about whether or not rumors were bullying, she said:
I don’t know, people at school, they don’t realize when they are bullying a lot of
the time nowadays because it’s not so much physical anymore. It’s more like you
think you’re joking around with someone in school but it’s really hurting them.
Like you think it’s a funny inside joke between you two, but it’s really hurtful to
them, and you can’t realize it anymore.
Sasha, like many of the teens we interviewed, saw rumors as hurtful, but
she was not sure if they were bullying. Some teens saw bullying as
being about physical harm; others saw it as premeditated, intentionally
malicious, and sustained in nature. While all acknowledged that it could
take place online, the teens we interviewed thought that most bullying
took place offline, even if they talked about how drama was happening
online.
When teens told us about being bullied, they did not focus on the
technology. They were distressed that others—often former friends—were
maliciously spreading rumors about them to others at school. For example,
Summer, a white fifteen-year-old from Michigan, described how her best
friend decided to reject her because she was not popular enough. Her
former friend began by spreading secrets, but these quickly got modified
and exaggerated as they spread. Summer did not know how the rumors
were spreading, but she knew that everyone in school knew them fast and
that many believed them. In Summer’s eyes, the bullying that she experienced took place offline. Yet she also acknowledged that IM was extremely
popular among her classmates at the time. It is likely that some of the
rumors had spread through IM or phone conversations in addition to
conversations in school. For Summer, it did not matter whether it was
online or offline; the result was the same. In handling this, she did not get
offline, but she did switch schools and friend groups.
Media convergence complicates bullying dynamics. Both offline and
online elements played a role in many of the stories we heard. When teens
are harassed online, it is often by people they know offline. Cruelty that
takes place offline is often fueled by mediated rumors. Technology provides
more channels through which youth can potentially bully one another.
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That said, most teens we interviewed who discussed being bullied did not
focus on the use of technology and did not believe that technology is a
significant factor in bullying.
While bullying exists, the teens we interviewed did not see it as commonplace. They did, though, see rumors, drama, and gossip as pervasive.
The distinction may be more connected with language and conception
than with practice. Bianca, a white sixteen-year-old from Michigan, sees
drama as being fueled by her peers’ desire to get attention and have something to talk about. She thinks the reason that people create drama is
boredom. While drama can be hurtful, many teens see it simply as a part
of everyday social life.
The teens we talked with were also quick to point out that most drama
and gossip comes primarily from girls, not boys. As Penelope Eckert notes
in her study of girls transitioning to middle school, adolescent girls take
on the role of “heighteners of the social” (1996). Mark, a white fifteenyear-old from Seattle, explained that drama happens more often with girls
“because they always take it more seriously.” While girls are more likely to
be agents in talking about drama, boys are frequently cited as the cause.
A lot of drama that takes place involves crushes, jealousy, and significant
others.6 For example, girls get mad when their friends text message or IM
their boyfriends or leave comments on their social network site profiles.
In general, using technology to communicate with someone who is not
single can be seen as an affront.
Anindita recounted the story of how she stopped speaking to her former
best friend, Meghana. Anindita was dating a boy and Meghana started
telling him privately to break up with her, even though the girls were supposedly friends. One day, Anindita’s boyfriend showed her a text message
he received from Meghana. The message read, “You’re the guy I love and
you don’t understand.” This angered Anindita and she ended the friendship. From Anindita’s point of view, social media took what she saw as
typical “Indian drama” and magnified it out of control. She thought that
her peers enjoyed the opportunity to start a fight for no reason other than
that it was possible.
Although some drama may start out of boredom or entertainment, it is
situated in a context where negotiating social relations and school hierarchies is part of everyday life. Teens are dealing daily with sociability and
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related tensions. Lila, a Vietnamese eighteen-year-old from Michigan, sees
drama as the substance of daily life while her sixteen-year-old sister, Tara,
thinks that it emerges because some teens do not know how to best negotiate their feelings and the feelings of others.
danah:
Do you think that drama has value?
Lila: You have something to talk about. . . . And you’re like, you want to
fit in, kind of thing. You know, like way back when, when you don’t know
who you are, kind of. Not like I know now, but you know, when you’re in
middle school.
Tara: You have something to do, like to be honest, to resolve. . . . You feel
like you’re mad at somebody and you don’t know how to handle it. So
you just kind of turn on them like that. So it’s just like, just not like having
enough experience with dealing with things.
While drama is a part of teen life and Tara and Lila are accepting of
it, many teens are insecure about their friendships, unsure of whether
or not friends are truly loyal and trustworthy. Social media can feed
drama and complicate interactions, especially when things are already
heated. At the same time, social media also can be used to try to ease
tensions among friends. Teens can use the ability to publicly validate one
another on social network sites to reaffirm a friendship. Social media are
used also to negotiate attention. Teens use different channels to reassure
their friends that they are still thinking of them. So, while drama is
common, teens actually spend much more time and effort trying to preserve harmony, reassure friends, and reaffirm relationships. This spirit of
reciprocity is common across a wide range of peer-based learning environments we have observed. Trying to be nice when someone else is being
nice is one example of how this plays out. Penelope, a white fifteen-yearold from Nebraska, believes in responding to comments because “if someone’s nice enough to say something to you then you have to be nice
enough to say it back.”
Others view the social script of reciprocity from a more cynical point of
view, believing that teens are being selfish when they leave a comment.
From this perspective, commenting is not as much about being nice as it
is about relying on reciprocity for self-gain, as in this example of Christo
Sims’s interview with Brooklyn-based Derrick, a sixteen-year-old boy who
was born in the Dominican Republic:
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Christo: Why do you think people put those, the pictures and all that
stuff on there?
Derrick: They just MySpace people. . . . That’s what MySpace people do.
They send each other comments all the time.
Christo: Do you have a sense of why do you think they’re doing that,
though?
Derrick: That’s how they talk to each other, though. They just want to
let people know that people talk to them. So if you go to their page you
see that they got a lot of comments. That makes them feel like they’re
popular, that they’re getting comments all the time by different people,
even people that they don’t know. So it makes them feel popular in a way.
(Rural and Urban Youth)
While some teens leave comments to be nice, others hope that they will
get comments in return. This can be viewed as selfish, but it also can be
seen through the lens of insecurity. Many teens worry that they may
appear lame if they have too few Friends or too few comments. Some opt
out because they fear that these tools would simply highlight the ways in
which they are not cool. Alternatively, some who view Friends and comments as markers of social worth believe that they must have many Friends
so as not to be alienated from their peers. Kevin, a white fifteen-year-old
from Seattle, believes that getting comments is cool “because it lets everyone who goes to your page know that you’re not just a guy that has
MySpace; you’re a guy that has friends and a MySpace.”
Successful participation is not simply about having an account on a
social network site but about having one with status. Yet insecure and
marginalized individuals sometimes seek the markers of cool even if they
themselves are not actually perceived as cool. Teens want to be validated
by their broader peer group and thus try to present themselves as cool,
online and off. Even when status is not necessarily accessible to them in
everyday life, there exists hope that they can resolve this through online
presentations.
Two of the teens Christo Sims (Rural and Urban Youth) interviewed in
Brooklyn spoke about becoming an “Internet gangster,” which involves
trying to act tough in your profile even if you are shy in person. Shy, a
fifteen-year-old Guyanese American girl, and Loud, a seventeen-year-old
Jamaican American girl, both see value in getting attention online, even
when it is not available offline:
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Shy: Like, when you have your MySpace account, you can portray yourself
differently than you do on the street. You can picture yourself, somebody
that’s cool and whatnot on MySpace, and do all these other things to get
all the attention that you don’t really get when you’re with your families
or with your . . .
Loud: Or in your school.
While some teens are happy to attain status solely within the context of
a social network site, most hope that if they look cool online, their peers
will notice and validate them. This is often not successful. Dominic, a
white sixteen-year-old from Seattle, said:
I don’t really think popularity would transfer from online to offline because you’ve
got a bunch of random people you don’t know; it’s not going to make a difference
in real life, you know? It’s not like they’re going to come visit you or hang out with
you. You’re not a celebrity or something.
Achieving status purely through social network site participation may not
be viable, but participating and being popular online can complement
offline popularity. Just as having the “right” clothes or listening to the
“right” music can be an indicator of status in everyday peer groups, participating in the “right” social media in a manner that is socially recognized
is often key to offline status. As with clothes and music, online participation
alone is not enough to achieve status, but it is still important.
Gossip, drama, bullying, and posing are unavoidable side effects of teens’
everyday negotiations over friendship and peer status. What takes place
in this realm resembles much of what took place even before the Internet, but certain features of social media alter the dynamics around these
processes. The public, persistent, searchable, and spreadable nature of
mediated information affects the way rumors flow and how dramas play
out. The explicitness surrounding the display of relationships and online
communication can heighten the social stakes and intensity of status
negotiation. The scale of this varies, but those who experience mediated
harassment are certainly scarred by the process. Further, the ethic of
reciprocity embedded in networked publics supports the development
of friendships and shared norms, but it also plays into pressures toward
conformity and participation in local, school-based peer networks. While
there is a dark side to what takes place, teens still relish the friendship
opportunities that social media provide.
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Conclusion
Social media, and especially social network sites, allow teens to be more
carefully attuned, in an ongoing way, to the lives of their friends and peers.
Social media are integrally tied to the processes of building, performing,
articulating, and developing friendships and status in teen peer networks.
Teens value social media because they help them build, maintain, and
develop friendships with peers. Social media also play a crucial role in
teens’ ability to share ideas, cultural artifacts, and emotions with one
another. While social warfare and drama do exist, the value of social media
rests in their ability to strengthen connections. Teens leverage social media
for a variety of practices that are familiar elements of teen life: gossiping,
flirting, joking around, and hanging out. Although the underlying practices are quite familiar, the networked, public nature of online communication does inflect these practices in new ways.
First, social media tend to accentuate the longer-burning trend through
the past century toward teens’ developing social and cultural forms that
are segregated from adult society. Although some of the later chapters in
this book look at countervailing trends, the mainstream, friendship-driven
teen practices covered in this chapter and chapter 3 indicate how same-age
cultural forms and sociability are being reinforced by always-on communication networks. Adults’ efforts to regulate youth access to MySpace are
the latest example of how adults are working to hold on to authority over
teen socialization in the face of a gradual erosion of parental influence
during the teen years. For the most part, adults participate in these practices
as provisioners of infrastructures and as monitors, not as competent peers
or coparticipants. Youth are developing new norms and social competencies that are specifically keyed to networked publics, such as how to articulate friendships, how to be polite to their peers, and how to create, mediate,
or avoid drama. For youth who hope to succeed socially in their schoolbased peer networks, these kinds of new media literacies are becoming
crucial to youth’s participation. Given the prominence of social media in
both contemporary teen and adult life, learning how to manage the unique
affordances of networked sociality can help teens navigate future collegiate
and professional spheres where mediated interactions are assumed.
Second, the particular properties of networked publics (e.g., persistence,
searchability, replicability, and scalability [boyd 2008]) mean that certain
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forms of sociability are reinforced and heightened. Teens are able to keep
in closer and ongoing touch with one another and to support the relationships that they are nurturing in their local peer-based networks, which
most see as their primary source of identity and affiliation. They develop
“always-on intimate communities” with their broader peer group. However,
articulating those friendships online means that they become subject to
public scrutiny in new ways; teens are able to display new dimensions of
themselves but they also may have their self-representations reframed by
others in a public way. This makes lessons about social life (both the failures and successes) more consequential and persistent. While these dynamics have played out through fashion, appropriating spaces and lunchrooms
at school, or congregating with friends in public spaces such as the mall,
social network sites make these dynamics visible in a more persistent and
accessible public arena.
Social media mirror and magnify teen friendship practices. Positive
interactions are enhanced through social media while negative interactions are also intensified. Teens who are growing older together with
social media are coconstructing new sets of social norms with their peers
and through the efforts of technology developers. The dynamics of social
reciprocity and negotiations over popularity and status all are being supported by participation in publics of the networked variety as formative
influences in teen life. While we see no indication that social media are
changing the fundamental nature of these friendship practices, we do see
differences in the intensity of engagement among peers, and conversely,
in the relative alienation of parents and teachers from these social worlds.
Youth continue to experience their teenage years as a time to immerse
themselves in these peer-based status negotiations and to develop their
social and cultural identities in ways that are independent from their
parents, and they are aided now in these practices by a new suite of communication tools.
Notes
1. http://headrush.typepad.com/creating_passionate_users/2006/03/ultrafast_relea.
html.
2. For an overview of social network sites and their history, see boyd and Ellison
(2007).
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3. We use the term “social media” to refer to the set of new media that enable social
interaction between participants, often through the sharing of media. Although all
media are in some ways social, the term “social media” came into common usage
in 2005 as a term referencing a central component of what is frequently called “Web
2.0” (O’Reilly 2005 at http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/
09/30/what-is-web-20.html) or the “social web.” All these terms refer to the layering
of social interaction and online content. Popular genres of social media include
instant messaging, blogs, social network sites, and video- and photo-sharing sites.
4. To distinguish between connections displayed on social network sites and everyday relations (boyd 2006), we capitalize “Friend” when referring to the social
network site feature.
5. AOL’s IM client (AIM), popular among U.S. teens, does not require this.
6. There is also a large amount of drama between significant others that plays out
using social media. This is discussed in more detail in chapter 3.
3
INTIMACY
Lead Author: C. J. Pascoe
“I get out of the shower, get dressed, go to my PC, log on to MSN, and talk
to Alice,” said seventeen-year-old Jesse about his typical morning routine.
At that time of the day, he finds it easier to instant message on MSN than
to talk on the phone with seventeen-year-old Alice, his girlfriend. He has
to “do my hair” in the morning. “So I go back and forth, back and forth,”
he said, miming his movements from the bathroom mirror to the computer in his bedroom. After logging off IM, the couple might talk on their
mobile phones as they commute to school. During the school day they
trade text messages about their whereabouts and plans, such as “Im in da
band room.”1 After school Alice might join Jesse at his house, completing
her homework while he plays his favorite video game, Final Fantasy, or
they might continue to communicate by sending messages, such as “I’ll
be here for a while, go to sleep, I love you.” The day frequently ends late,
with Alice falling asleep talking on the phone to Jesse in the bedroom she
shares with her two younger siblings as they watch DVDs on the bottom
bunk. Though they have been dating for more than a year, Alice’s parents,
Chinese immigrants, do not know she and Jesse, a charming young man
of mixed Anglo and African-American heritage, are a couple. Their secret
relationship has been shaped and, in some ways, made possible, by the
profusion of new communication technologies.
Though most teens do not carry on long-term relationships such as this
one outside the purview of their parents, Alice’s and Jesse’s use of new
media exemplifies much of what we have heard from our participants
about their new media use in intimate interactions. Young people are at
the forefront of developing, using, reworking, and incorporating new
media into their dating practices in ways that might be unknown, unfamiliar, and sometimes scary to adults. In our interviews and observations,
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it has become increasingly clear that, much like in their friendship practices, teens have put new media tools to use in their courtship practices
such as meeting, flirting, going out, and breaking up. This intimacyoriented new media use exemplifies another type of friendship-driven
technology practice introduced in chapter 2.
Like chapter 2, this chapter focuses on teenagers’ normative new media
practices. Because dating and romance are primarily teenage (as opposed
to childhood) endeavors, most of the interviews are with teenagers between
the ages of fourteen and nineteen and the material comes predominantly
from studies that focus on friendship-driven sociability: C. J. Pascoe’s study
“Living Digital,” danah boyd’s study “Teen Sociality in Networked Publics,”
Christo Sims’s study “Rural and Urban Youth,” and Megan Finn, David
Schlossberg, Judd Antin, and Paul Poling’s study “Freshquest.” Unless
otherwise noted, the examples in this chapter come from Pascoe’s study.
In this chapter we explore teens’ normative and nonnormative patterns
of intimacy practices and new media. In doing so we sketch out the trajectories of historic and contemporary teen courtship rituals and the ways
new media have become a part of these rituals, as well as highlight themes
of monitoring, privacy, and vulnerability. Looking at these themes indicates that boundary work is a central part of navigating new media in
intimate relationships. These intimacy practices also show how casual,
friendship-driven use of new media might be a form of informal learning
through which teens develop literacy by building relationships and communicating with their intimates.
Dating, New Media, and Youth
Given that teens have been the developers and shapers of contemporary
youth dating culture (Trudell 1993), it makes sense that they would quickly
put new media to use in the service of their romantic pursuits. While
courtship norms and practices are less formal and more varied than they
were in the early and mid-twentieth century, our research on teens’ new
media use shows that the rituals are no less elaborate or important than
those of their historical counterparts.
Dating and courtship, as enacted by contemporary American teens, is
largely a twentieth-century development, as is the life stage of adolescence
itself (Ben-Amos 1995). After the industrial revolution, when families
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declined in importance as economic units, romantic unions gradually
superseded primarily economic ones as a social norm in the West. Middleand upper-class young people courted through processes heavily monitored by parents, families, and communities in which young men would
“call” on young women in their homes (Bogle 2008). Dating, as we now
recognize it, emerged out of working-class “calling” practices, in which
young ladies lacked the domestic space to entertain young men in their
homes and thus the couple would go out somewhere together, a practice
referred to in early slang as a “date” (Bogle 2008). As the 1920s progressed,
rebellious middle-class youth emulated these working-class rituals (Bogle
2008). These imitations, along with the movement of youth from workplaces to public schools, the development of school dances, and the independence afforded by the spread of automobile ownership, laid the
groundwork for contemporary teen dating culture (Modell 1989). In the
1950s teen dating norms were formalized, became close to a universal
custom in America, and were solidified by the practice of “going steady”
(Bogle 2008; Modell 1989). Youth who “went steady” indicated to onlookers that they were unavailable by trading class rings, letter sweaters, ID
bracelets, or by wearing matching sweater jackets—their answers, as one
historian puts it, to the “wedding ring” (Bogle 2008, 17).
In the 1970s and 1980s, these types of formal dating and “going steady”
practices declined as dating became “merely one form of social contact
among many” (Modell 1989, 291). The decline in formality is reflected in
contemporary teens’ language about these types of relationships, which
frequently lack a clear vocabulary to define relationship status or practices:
“The terms courtship and even dating have given way to hanging out and
going out with someone” (Miller and Benson 1999, 106). However, the
decline in the formality and uniformity of dating practices does not mean
that the centrality of romance to teenagers’ lives has declined in salience.
One study showed that the strongest emotion during puberty was “the
specific feeling of being in love” (Miller and Benson 1999, 99), and developmental psychologists consider romantic relationships an essential
feature of social development in adolescence (Connolly and Goldberg
1999). Contemporary relationships among teens tend to be “casual, intense
and brief” (Brown 1999, 310). They are also, for all their emphasis on
privacy and exclusivity, profoundly social (Brown 1999). In adolescence
“peers provide opportunities to meet and interact with romantic partners,
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to initiate and recover from such relationships, and to learn from one’s
romantic experiences” (Collins and Sroufe 1999, 126). Especially in the
early flirtatious stages, “romance is a public behavior that provides feedback
from friends and age-mates on one’s image among one’s peers” (Brown
1999, 308).2 Teens learn about dating, intimacy, and romance from their
friends and social circles. Further, while we usually think of these intimacy
practices as individual and private, teen romance and dating rituals take
place, in many ways, publicly and collectively.
Dating and romance practices and themes, so central to contemporary
American teen cultures, not surprisingly are a central part of teens’ new
media practices (Lenhart and Madden 2007; Oksman and Turtainen 2004).
Using social media, contemporary teens continue to craft and reshape
dating and romance norms and rituals that are now deeply tied to the
development of new media literacies. Social media technologies have
provided a more extensive private sphere in which youth can communicate primarily with age-clustered friends, acquaintances, and sometimes
strangers outside the purview of their parents or other authority figures.
These more private channels of communication have allowed an elaboration of teens’ intimacy practices, especially in forming, maintaining, and
ending romantic relationships. The familial negotiations over the spheres
of privacy in which these practices take place will be elaborated upon in
chapter 4.
In their intimacy practices youth use three primary technologies—mobile
phones (though many do still use home phones), instant messaging (IM),
and social network sites. Mobile phones provide youth a way to maintain
private channels of communication, maintain continual contact, and also
serve as a “leash” through which teens in a relationship keep “tabs on”
one another. Teens use instant-messaging technologies to maintain frequent casual contact with their intimates. As described in chapter 2, social
network site profiles are key venues for representations of intimacy, providing a variety of ways to signal the intensity of a given relationship both
through textual and visual representations. While most of their online
relationships map closely to their offline ones, these digital spaces give
teens the ability to reach beyond institutional and geographic constraints
to forge romantic relationships. All these technologies allow teens to have
frequent and sometimes constant (if passive) contact with one another,
something Ito and Okabe call “tele-cocooning in the full-time intimate
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community” (Ito and Okabe 2005a, 137). Many contemporary teens maintain multiple and constant lines of communication with their intimates
over mobile phones, instant-message services, and social network sites,
sharing a virtual space that is accessible only by those intimates.
Surprisingly, given its centrality to teen culture, very little has been
written about teens’ contemporary romance and courtship practices.
Researchers have directed their studies of romantic relationships toward
adults (Hartup 1999) and focused on teens’ sexual practices (e.g., Ashcraft
2006; Martin 1996; Medrano 1994; Moran 2000; Strunin 1994; Trudell
1993). This research orientation likely reflects an American concern with
teen sexuality as out of control and dangerous (Schalet 2000). In focusing
on teens’ intimacy, though not necessarily sexual, practices, we take a
sociology-of-youth approach, following the categories and practices important to the teens we talk to, not allowing adult anxieties to guide our
research. As a result we report little about teens’ sexual experiences. Given
the preoccupation with youth sexual practices, not to mention current
popular concerns about sex predators and youth exposure to sexual content
online, it seems odd to leave sex out of a chapter on intimacy practices.
However, we simply did not hear a plethora of stories about sex in our
interviews, as youth tended to discuss dating, crushes, romance, and heartbreak. This omission could be due to several factors. First, such intimate
details might emerge in a second or third interview, which most researchers
did not conduct. Second, we conducted these interviews under constraints
imposed by our universities’ institutional review boards, which heavily
discouraged talking to youth in general and about issues of sex and sexuality in particular. Finally, it may be that intimacy practices were simply more
salient to these youth than sexual ones.3
So even though romance is one of the focal points of youth popular
culture, because of researchers’ focus on sex, we know surprisingly little
about teen romance, dating, and courtship practices, apart from scattered
stories on historical dating practices (Diamond, Savin-Williams, and Dube
1999). This chapter begins to remedy this problem by examining the ways
teens talk about their use of new media to craft, pursue, and end intimate
relationships. In the first section we trace the practices of contemporary
teen courtship and its relationship to the “domestication” of technology,
or the way technology defines and is defined by those communities of
which it is a part (Hijazi-Omari and Ribak 2008). Teens’ stories revealed a
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set of norms about new media use and intimate relationships. According
to most of the teens we talked with, it is appropriate to meet people offline
and then pursue the relationship online; if one does meet someone, one
should meet that person through friends; one should proceed slowly as he
or she corresponds online using the appropriate communication tool; and
when breaking up, one should do so in person, or at least over the phone.
In the second section we discuss some of the emergent themes about relationships and technology we see from our interviews and observations.
Youth Courtship: Meeting, Flirting, Going Out, and Breaking Up
Liz and Grady, white sixteen-year-olds, sat at the dining room table during
our interview, in Liz’s family’s comfortable middle-class suburban tract
home, explaining the role that MySpace played in the origin of their relationship. Grady said that he developed a crush on Liz during the past year,
and while he had known her since freshman year, flirting with her in
person felt daunting, because, as he put it, “they didn’t really talk.” Luckily,
because they shared a mutual friend, Liz said of her MySpace, “I had him
on my Friend list from freshman year . . . and that’s how you can be
friends, just because your friend knows this guy and you kind of hung out
with them, so you’re like, ‘Okay, I’m going to start talking to you.’ ” Grady
used this loose friendship on MySpace to his advantage: “When I had a
crush on her, I made sure I talked to her first in class before I sent her a
comment on MySpace.” Grady carefully planned his first comment to
be casual: “My first comment to her was ‘Oh, wow, I didn’t know we
were Friends on MySpace,’ ” though of course he knew full well they were
Friends. After trading flirtatious messages online, they began dating. Liz
and Grady are a fairly typical example of the role new media can play in
meeting, flirting, and going out. As Grady put it, it is “easier to talk to
them [girls] there” than in person, because one can manage vulnerability
through what Christo Sims (2007) has termed a “controlled casualness.”
Indeed, their process is paradigmatic of teens’ contemporary meeting, flirting, and dating practices, in which they can pursue casual offline acquaintances as romantic interests online.
Teens have told us that certain technologies and certain mediated and
nonmediated practices are more appropriate for certain types of relationships or relationship stages than are others (Sims 2007). As Christo Sims
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found in his study, “Rural and Urban Youth,” in the initial getting-toknow-you part of a romantic relationship, the asynchronous nature of
written communication (private messages and comments on social network
sites, text messaging, and the more synchronous IM) allows for slower,
more controlled intimacy exploration and development. If a given relationship intensifies (because certainly not all flirtatious relationships do),
couples typically shift to phone calls, text, IM, and in-person conversations. Social network sites play an increasingly larger role as couples
become solidified and become what some call “Facebook official.” At this
point in a relationship, teens might indicate relationship status through
ordering Friends in a particular hierarchy, changing the formal statement
of relationship status, giving gifts, and displaying pictures. Youth can also
signal the varying intensity of intimate relationships through new media
practices such as sharing passwords, adding Friends, posting bulletins, or
changing headlines. When relationships end (for those that do), the public
nature and digital representations of these relationships require a sort of
digital housecleaning that is new to the world of teen romance, but which
has historical corollaries in ridding a bedroom or wallet of an ex-intimate’s
pictures. In the following section we trace the different types of teen courtship practices and the role of new media in these practices.
Meeting and Flirting
As Grady and Liz’s story indicates, digital communication often plays a
central role in casual relationships and the early stages of serious relationships. New media have provided a variety of venues for teens to meet and/
or further potential romantic interests. Instant messaging, text messages,
and social network messaging functions all allow teens to proceed in a way
that might feel less vulnerable than face-to-face communication. These
multiple lines of communication allow teens to follow up on casual meetings or introduce themselves to someone with whom they have only loose
ties, perhaps sharing a mutual friend on- or offline. At present, teens’ normative practice is not necessarily meeting strangers online (though that
does happen) but rather using these mediated technologies to get to know
the friend of a friend or further get to know someone with whom one has
had only a casual or brief meeting.
For teens interested in someone they may not know well, the plethora
of publicly accessible information on a given individual provides a fresh
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way to “research,” or get to know, those on whom they have a crush.
Melanie, a white fifteen-year-old from Kansas, in danah boyd’s study “Teen
Sociality in Networked Publics” said that she does not “talk to people I
have a crush on, but I did look up the Honduran twins in our class. We
looked at their MySpace.” Like Melanie, a teen can research a crush’s interests, likes and dislikes, friendship circles, and online behaviors through his
or her publicly available social network profiles. John, a white nineteenyear-old college freshman in Chicago, disclosed that instead of asking for
a phone number he will “Facebook stalk them” to discover more, though
possibly superficial, information about a girl he has met briefly but finds
interesting. Much like teens may have historically researched potential
love interests through their friendship networks, contemporary teens
have additional new media tools for laying the groundwork for flirting and
relationships.
After an initial meeting and possible research on their object of affection,
teens often use a social network site or an instant-messenger program to
intensify a relationship or get to know another person better. This is what
adults might think of as flirting or what teens sometimes call “talking” or
“talkin’ to” (Bogle 2008; Pascoe 2007a). After an initial meeting, a teen
might initiate this “talkin’ to” by following up through digital communication. As Sam, a white seventeen-year-old from Iowa, said, “The next step,
I guess, in this situation is wall posts4 [on Facebook]—that’s kind of less
formal. . . .” (boyd, Teen Sociality in Networked Publics). Sam noted that
if he liked a girl he would post “stupid flirty stuff just trying to make her
laugh or whatever through Facebook.” At this point, teens flirt, proceeding
cautiously, indicating that they like each other, trying to gauge the other’s
feelings while simultaneously not showing too much earnestness.
The asynchronous nature of these technologies allows teens to carefully
compose messages that appear to be casual, a “controlled casualness.”
John, for instance, likes to flirt over IM because it is “easy to get a message
across without having to phrase it perfectly” and “because I can think
about things more. You can deliberate and answer however you want.”
Like John, many teens said they often send texts or leave messages on
social network sites so they can think about what they are going to say
and play off their flirtatiousness if their object of affection does not seem
to reciprocate their feelings. Bob, a white nineteen-year-old5 living in rural
northern California, says he carefully edits his grammar and spelling to
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give the appearance of an “off-the-cuff” comment. These kinds of deliberately casual messages are evidence of what Naomi Baron (2008) describes
as the “whatever theory of language” supported by online communication,
in which people are increasingly using more informal linguistic forms to
write and communicate. It is important, however, to recognize that these
forms of literacy are not a “dumbing down” of language but a contextually
specific literacy practice, acutely tuned to the particulars of given social
situations and cultural norms.
For example, youth use casual online language to create an intentional
ambiguity. From the outside, sometimes these comments appear so casual
that they might not be read as flirting, such as the following wall posts by
two Filipino teens—Missy and Dustin—who eventually dated quite seriously. After being introduced by mutual friends and communicating
through IM, Missy, a northern Californian sixteen-year-old, wrote on
Dustin’s MySpace wall: “hey.. hm wut to say? iono lol/well i left you a
comment . . . u sud feel SPECIAL haha =).”6 Dustin, a northern Californian
seventeen-year-old, responded a day later by writing on Missy’s wall: “hello
there.. umm i dont know what to say but at least i wrote something . . . you
are so G!!!”7 Both of these comments can be construed as friendly or flirtatious, thus protecting both of the participants should one of the parties
not be romantically drawn to the other. These particular comments took
place in public venues on the participants’ walls where others could read
them, providing another layer of casualness and protection.
Generally, though not always, teens prefer to flirt with people online
that they or their friends know or have at least met offline. A minority of
teens we interviewed find meeting potential romantic interests online no
different from meeting or flirting with attractive strangers they might meet
in public, but the general sentiment was that meeting people only online
was “weird,” “unnatural,” “geeky,” or “scary.” Ellie, a first-year student at
the University of California, Berkeley, and respondent in Megan Finn and
her colleagues’ “Freshquest” study, described her best friend’s meeting of
her boyfriend on MySpace as weird: “It was really weird at first. She didn’t
want to tell anyone because she thought it was weird too. But they had
such a strong connection that they thought they should meet. And now
they’re going out.” Grady, Liz’s sixteen-year-old boyfriend, said something
similar about meeting girls online: “I’m not going to start a conversation
with a girl on MySpace or text messaging. I’m going to start in person first.
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Then it’s kind of like weird and geeky, you know?” The reasons vary as to
why meeting someone online feels weird to some teens. But they all have,
in some way, to do with insecurity about authenticity. Brad, a first-year
student at University of California, Berkeley, said, “It doesn’t seem natural,
I guess. ‘Cause you’re not actually meeting the person face-to-face” (Finn,
Freshquest). It is as if that face-to-face meeting allows one to verify who
that other person is before embarking on a relationship with him or her.
If teens do meet initially online, they might use their offline friendship
networks to verify the authenticity, safety, and identity of the person with
whom they are corresponding. Dana, a Latina fourteen-year-old from
Brooklyn, New York, met her boyfriend online through mutual friends.
Her best friend’s boyfriend’s best friend saw her MySpace and
he requested me ‘cause he liked what he seen, and then my best friend talked to
him about me and then because of MySpace we were goin’ out. . . .’ Cause if MySpace
wasn’t there, then I woulda not had him as boyfriend. We talked on AIM and then
we exchange the numbers, and then I met him. I seen him before, but I got him
noticed on MySpace and now we’re together. (Sims, Rural and Urban Youth)
Like other teens we talked to, Dana and her boyfriend flirted online before
they moved to offline communication and eventually met in person. Dana
said, “He usually started getting on AIM every day, and I started talking to
him from there.” They communicated for two days through MySpace until
they traded phone numbers and “talked like from twelve to six in the
morning.” Eventually they met in person in a public space—a local park—
in the company of groups of friends. Dana’s story is not an uncommon
one. Teens regularly meet romantic interests through shared friends in
online environments, using these online networks to further offline meetings or deepen casual ties to online friends. Teens rely on their networks
to do some of the verification work in these online settings.
Though the in-person meeting went well for Dana, other respondents
expressed hesitancy about moving online relationships offline for fear that
people might not live up to their online personas. John, the Chicago freshman, asked, “What happens after you’ve had a great online flirtatious
chat . . . and then the conversation sucks in person?” He experienced this
phenomenon firsthand as he transitioned from high school to college.
John had used Facebook to add as Friends “the girls you wanted to meet
before school started that you thought were hot and wanted to get a head
start on.” However, once he reached his university in the fall, “you actually
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saw them and didn’t say anything . . . the game was over.” When asked
why he didn’t talk to them in person, he said, “You didn’t say anything,
because what are you gonna say . . . ‘Hey, you’re my Facebook Friend?’ The
key is to meet them in person . . . then Facebook them.” Brad, the Berkeley
freshman, expressed similar hesitancies about meeting people offline. “You
don’t know that’s who you’re meeting. It isn’t a smart thing. And you’ll
end up idolizing the person, thinking they’re just this perfect thing. But
they probably aren’t because no one is perfect. And it’s just a big letdown.”
This “hyperpersonal effect” indicates that intimacy might be heightened
online in a way that might not translate seamlessly into offline relationships (Walther 1996).
While most teens express hesitation about meeting people online, in
the case of marginalized teens, the Internet allows them to meet other
people like themselves (Holloway and Valentine 2003). This sort of digital
contact provides a means for youth who didn’t feel heard or who
felt otherwise disenfranchised in their communities to participate in
other ways (Maczewski 2002; Osgerby 2004). For example, Gabbie, a
seventeen-year-old first-generation ethnically Chinese teen from California,
wanted to find a Chinese boyfriend, but potential suitors were in limited
supply in her immediate community. In part because of this desire, she
joined the social network site Asiantown.net and struck up communication with a young man she found attractive. “Well, right now I’m talking
to this guy. But he has a girlfriend. I don’t know. We’re just talking as like
friends. It seems like he’s being a little flirty, but then . . . I don’t know.”
The boy she is talking to lives in the Central Valley, about an hour from
where Gabbie lives. We rarely heard teens such as Gabbie, who lack specific
offline social circles, talk about moving these relationships offline as being
unnatural or weird.
In a similar way, new media also are important tools for gay teens who
want to date, because “the biggest obstacle to same-sex dating among
sexual minority youth is the identification of potential partners” (Diamond,
Savin-Williams, and Dube 1999, 187). It allows them to meet other teens
for friendship or dating and affords them a level of independence, as it
does for straight teens, to carry on relationships outside the purview of
their parents if need be (Hillier and Harrison 2007). The Internet can put
gay teens in touch with other teens so that they can have the romantic
experiences that their heterosexual counterparts presumably find more
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readily in offline contexts. Robert, a white seventeen-year-old at a private
school in Chicago, became so frustrated about not finding other guys to
date through his offline friendship circles that he wrote a Facebook “note”
about his difficulties dating as a gay teen:
Every time I have a crush or something, it doesn’t work out (he’s not gay, not enough
time, etc). I’m not a downer, but I’m just realizing that if a straight person’s chance
of compatibility is 1 in 100. AND only about 3 in 100 are gay, and the compatibility
is still 2%, then my prospect is .03 in 100, or 3 in 10,000. That is not very
encouraging!
Robert said that a friend set him up on a blind date as a direct result of
the announcement he placed on Facebook: “Andrew, another gay guy at
my school, and [my] friend, set me up with Matt because he saw my desperate note on Facebook!” Matt and Robert were introduced through
Facebook and after the initial setup, Robert was giddy with excitement and
said, “We’ve been texting the past few days a lot; he is really good looking,
and a jock, believe it or not, but we seem to really have hit it off. I hope
for the best.” The two had a very sweet day picked for their first date:
Valentine’s Day. Much like Dana, Robert found a date through a shared
friend. But unlike straight, more mainstream teens, he expressed no hesitancy about meeting in person someone he had met online.
Going Out
Technology also mediates teens’ long-term, steady, and committed relationships. Teens in relationships have high expectations of contact with
and availability of their significant others as well as expectations that
the relationship will be publicly acknowledged through digital media.
These expectations of availability are compounded by the “always on”
(Baron 2008) possibilities of new media. Additionally, these media help
teens reach out beyond their institutional constraints, allowing them
to maintain romantic relationships their parents wouldn’t necessarily
approve of as well as sustain relationships that might be geographically
challenging. Like Jesse and Alice, introduced at the beginning of this
chapter, teens who are steadily dating frequently text or call each other,
post pictures of each other on their social networking sites, rank order their
Friends in a particular way, and exchange digitized tokens of affection,
signaling to their significant other and their online publics that they are
in a relationship.
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Being in a relationship increases expectations of availability and reciprocity, which has implications for how teens use new media, given this
“always on” potential. In practice this means that youth in a relationship
exchange several phone calls, texts, and/or IMs a day. Teens use this intensified contact as a way to differentiate romantic relationships from other
relationships—to indicate that their relationship is special or different.
Zelda, a Trinidadian American fourteen-year-old from Brooklyn, New York,
explained that if one is in a relationship and doesn’t respond to a message,
the other person will “probably get mad. If they call you and you don’t
pick up, they probably get mad. If they write a comment on your page
you have to comment them back” (Sims, Rural and Urban Youth). He
distinguishes this from interacting with friends through digital media:
“It’s not like it’s a normal friend; it’s your girlfriend or whatever. You’re in
a relationship; you’re not supposed to just answer whenever you want.”
As noted in chapter 2, youth have expectations of reciprocity in online
communications, and these are heightened in intimate relationships.
Teens now do much of their relationship work by using new media—
reciprocating in comments, differentiating their romantic attachments
from less intimate friends, and giving priority to phone calls from significant others.
To signal to each other that they care and are in an intimate relationship,
teens exchange small digitized symbols of affection, much like teens in the
1950s traded rings, jackets, or bracelets. Champ, a nineteen-year-old Latino
who also lives in Brooklyn, explained, “Like if she’s already your girlfriend,
you probably send a little text message, ‘Oh I’m thinking of you,’ or something like that while she’s working. . . . Three times out of the day, you
probably send little comments” (Sims, Rural and Urban Youth). These comments are the digital interactional work that cements contemporary teen
relationships. Derrick said,
You know in your head you’ve just got to do it. It’s like she writes you a comment;
write her a comment back. It’s not like a friend thing. It’s not like your homeboy
just wrote you a comment like “oh man, this kid wrote me a comment again.” Write
her a comment back. (Sims, Rural and Urban Youth)
Youth do emotional work to maintain a relationship through digitized
media. Rather than (though sometimes in addition to) love notes exchanged
in between classes, youth demonstrate affection through private and public
media channels.
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These tokens are part of the interactional relationship work that happens
through new media; another is the expectation of availability. Teens find
that their significant others expect frequent check-ins, usually by mobile
phone. Derrick said,
When you’re in a relationship one thing I learned [is] always pick up the phone for
your girl because she complains if you don’t. . . . The thing about a cell phone when
you’re a teenager is if you have a cell phone and you don’t pick it up you’re doing
something that you’re not supposed to be doing. (Sims, Rural and Urban Youth)
As Christo Sims notes in his research on urban and rural teens, teenagers
are expected to account for their whereabouts. They are beholden to
parents in this sense but also to significant others, especially in relationships in which trust might be missing or weak. As a result it might be hard
to preserve space or time for oneself outside this frequent contact. In fact,
Zelda said he knows he needs to answer the phone regularly because if he
doesn’t, “they probably going to get mad” (Sims, Rural and Urban Youth).
The phone especially acts as a sort of leash, a way to keep tabs on a significant other, much like parents keep track of their teens. Teens seemingly
endure this leash because of the increased independence afforded them by
the phone.
In addition to the expectations of regular, if not continual, contact, teens
affirm and are expected to affirm their relationships online, both by and
for their significant others and for their networked publics. Zelda underscored the importance of representing relationships online: “You gotta
acknowledge on your page that you [are] like with her” (Sims, Rural and
Urban Youth). They define and affirm their relationship status, give public
tokens of affection, and post pictures. On Facebook, default relationship
options are preset, so in addition to indicating an “official” status, teens
have creatively developed ways to include nuance and detail in their relationship descriptions. The existing categories hide a variety of relationships
and elide the depth or length of a given relationship, so teens sometimes
remedy this by indicating the seriousness of a particular relationship
through noting its duration, a particularly popular practice among youth
interviewed by Christo Sims in Brooklyn, New York. According to Dana,
mentioned earlier, couples write a relationship-origin date in their MySpace
headline “to show that they have a relationship or something, so like that’s
showing more, and it shows that he’s in a relationship” (Sims, Rural and
Urban Youth). The statement of a relationship anniversary is both a signal
of intimacy to one’s significant other and a hands-off signal to other teens
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who might be interested in one member of a couple. Nini, a Latina thirteen-year-old from Brooklyn, said,
If you put the relationship date, whenever you got together, the girls know that
you’re in a relationship and this is the date, so don’t really get into it with the
boyfriend, ‘cause you are really falling for each other . . . they know that you’re a
year, so I’m not gonna mess with the boyfriend. (Sims, Rural and Urban Youth)
Nini highlights the “hands off” message, arguing that the length of time
a couple has been together indicates the intensity of their relationship to
potentially meddlesome outsiders.
Couples typically negotiate offline the act of putting their relationship
status online, whether it be a simple “in a relationship” status on Facebook
or a more nuanced relationship date on MySpace, notes Christo Sims.
Teens dismiss the practice of posting these sorts of public notifications
about changes in their relationships through online venues before discussing it with their partner first, usually offline. Joan, a first-year student at
the University of California, Berkeley, said,
Yeah, I have friends [who] have confirmed they have gone official with their boyfriends through Facebook, which is ridiculous. I have known people that are dating
and they’ll get a request “so and so said that you are their girlfriend.” They pushed
the button and they are like, “Oh my God, we’re official.” (Finn, Freshquest)
Teens seem to have the sense that this sort of intimate decision should be
made interpersonally, not just announced digitally.
The whole of these social network profiles, not just the relationship
status, are the digital embodiment of teens’ relationships. When in a relationship, teens rank their Friends to indicate the seriousness of their commitment. Derrick said that “you probably write something, have her on
your Top Friends, don’t put other girls, don’t have girls write messages to
you saying anything crazy. Just to make her feel better” (Sims, Rural and
Urban Youth). When teens in a relationship do not rank their Friends in
a way that reflects their relationship status—that is, they do not rank their
significant other high among their Friends—conflict might result, as it did
with Jesse and Alice. Jesse confessed, as he showed off his MySpace site,
“Alice was actually not my original top one.” Alice paused from her needlework to jump in the conversation and said, indignantly, “I was like number
twelve or something.” Jesse, clearly defensive, his voice growing higher,
cried, “Does it really matter? You know! Really? My number one? Really?”
Alice responded a little sarcastically, rolling her eyes, “Like he’s not number
one on my account.” Clearly, it was not the first time they had had this
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discussion. While for these two teens, the tension did not challenge the
basic foundation of their relationship, their disagreement indicates how
important these public representations of relationship intensity are. Alice’s
feelings were hurt by Jesse’s refusal to place her above his other Friends on
his list.
In addition to ranking Friends, youth in relationships need to leave
public messages for and post pictures of their significant others. Doing so
sends messages to their significant others about their dedication and to
their digital public about the nature of the relationship. Zelda said,
“Sometimes, like on MySpace, you will leave a comment, and you leave a
whole bunch of stuff on there ‘cause they your girlfriend and stuff, so
everybody can see your name. Girls get happy for that. I don’t know why.
They just get happy” (Sims, Rural and Urban Youth). Zelda explained that
he comments “on their pictures. Like if they got a new picture up, leave a
comment ‘oh, that’s a nice picture you got up’ or whatever.” Zelda indicated the dual message contained in this sort of digital relationship work—
the girlfriend is happy because this sort of work feels attentive and loving
and Zelda sends a message to their community, “everybody can see your
name,” about his dedication to his relationship. Another form of relationship work includes posting “couple” pictures on one’s social network
profile. As Derrick says, “Throw a picture in there of her on your profile.
Have it in your pictures like when people look at your pictures they see
you and her together or something. Something that makes her say,
‘Aaahhhh.’ To show her that you care for her” (Sims, Rural and Urban
Youth). Again, Derrick’s comment shows that these tokens are both for a
significant other and a teen’s audience. These practices also hold members
of a couple publicly accountable. Once one states that she or he is in a
relationship, this insures that both members of a relationship agree on
their status and are ready to make it public, thus prohibiting one member
of the couple from arguing that “it wasn’t official.”
Breaking Up
Because of the integration of new media into their relationships, teens also
experience mediated breakups. These new communication practices often
require that teens take a variety of steps to sweep up the digital remnants
of a given relationship and to deal with access to and the continuing digital
presence of their former significant others.
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The media that some youth laud as a comfortable way to meet and get
to know a romantic interest are viewed as a poor way to break up with an
intimate. Billy, a white seventeen-year-old from a northern California
suburb, said that as he was IMing with a friend he advised his friend to
break up with his girlfriend. Apparently his friend did so right then,
through IM. Representative of other teens, Billy said, shaking his head,
“That was bad.” Grady, Liz’s sixteen-year-old boyfriend, agreed that breaking up through IMs or text messages was “lame” but that only “some
people do it; most people don’t.” In line with a theme we heard, Grady
claimed that breaking up in writing either through a social network site
or through a text message was “disrespectful. Because they can’t say anything back or anything.” Teens acknowledge that breaking up in person is
preferable to using text messages, instant messages, or messaging functions
on social network sites, because face-to-face interaction is more respectful.
Just as teens are thankful for the ways in which they can manage vulnerability using new media in the early stages of relationships, they sense that
this vulnerability should not be managed in the same way at the end of a
relationship.
New media have created a public venue for digital remnants, where
digital representation might outlast the relationship. For instance, Gary, a
seventeen-year-old Filipino senior from northern California, had created
his MySpace site with his now ex-girlfriend. He laughed sheepishly during
an interview as he logged on to his profile and the site title bore both his
name and that of his ex-girlfriend, reading, “Sarah will always love Gary.”
This passive digital residue of their history together remained long after
the relationship was over.
Box 3.1
The Public Nature of Mediated Breakups
danah boyd
When I first met them, Michael and Amy, a white seventeen-year-old and a
white-and-black sixteen-year-old, respectively, had been dating for a few
months. Amy was one grade below Michael at the same school in Seattle, but
she was much more social. Her friends had introduced her to MySpace; she,
in turn, had introduced him to MySpace. Amy created Michael’s first MySpace
profile specifically because she wanted him to have one so that she could
send him messages and comments.
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As Michael learned to modify his MySpace profile, it became an homage to
his three favorite things: football, his friends, and his girlfriend. Michael’s
profile picture showed the couple embracing. His About Me section began
with “I love my girlfriend Amy.” Amy’s profile also reflected their relationship;
she wrote about how Michael “has my heart” and included pictures. Both
were in each other’s Top Friends list and they performed their relationship
through comments, leaving standard messages as well as sweet nothings. Their
friends responded by leaving comments, teasing them about their public
intimacy.
For Amy, MySpace and school were the two places where she could be with
Michael. She is allowed out only on weekends and, even then, rarely. MySpace
is the centerpiece of Amy’s social life. As she explains, “My mom doesn’t let
me out of the house very often, so that’s pretty much all I do is I sit on
MySpace and talk to people and text and talk on the phone, ’cause my mom’s
always got some crazy reason to keep me in the house.” Amy’s lack of mobility frustrated Michael, who has much more freedom. His father is usually out
with his girlfriend and thinks Michael is mature enough to take his car and
do as he pleases. Michael noted that “it’s almost like we’re roommates more
than anything.” While he can do as he wishes, Amy follows her mother’s
rules and this means that the couple rarely saw each other except online.
Being able to interact with Amy motivated Michael to log in to MySpace
regularly. In some senses, the mediated performance of their relationship was
their relationship.
A week after I interviewed the couple, Michael and Amy broke up. Through
MySpace, I was able to watch this breakup play out. Their digitally professed
love turned into a performance of animosity. The entire tone of Michael’s
profile changed. He changed his headline to “Michael is no longer fucking
with stupid bitches.” His status changed to “single.” The About Me section
on his profile still referenced Amy, although not by name. Rather than showcasing his love, his About Me section now proclaimed, “I hate my stupid bitch
ex girlfriend.” The photos were gone. Additionally, the two were no longer
linked as Friends, let alone on each other’s Top Friends. With the eradication
of the connection, all comments also disappeared.
Amy’s profile also revealed traces of the breakup. She had obliterated the
relationship throughout her profile, removing all photos and textual references to Michael. He was removed from her Friend list and the list of guys
she called heroes. What appeared in the place of his name was “boyfriend”
with a link to a new boy: Scott. While Michael had written Amy into his bio,
Scott proclaimed his love for Amy even more loudly. He had changed his
name on his profile: “Scott + Amy,” and his profile photo depicted the happy
couple smooching. He had written two blogs: “I have fallen in love with Amy”
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and “Rawr! Amy is Awesome.” One of these blogs contained a love poem
written about Amy and the other contained a prose version of his feelings;
Amy responded to these blogs with comments professing her love and other
friends added approving comments. Loving messages from the new couple
peppered each other’s profile. Scott wrote, “I Love You” two hundred times
on Amy’s profile, followed by “here is the translation . . . i love you too
baby. . . .”
The messages on Scott’s blogs from Amy’s friends made it clear that some
knew that her relationship with Michael had ended, but not all appeared
aware of the story behind the event. In Amy’s comments, there were a
handful of posts with messages such as, “what happened with you and
Michael?” Amy responded to these by posting to each Friend’s comment
section with some variation of “alotta bullshit.” Third-party references to
Michael littered Amy’s comments section but Michael himself was no longer
present—Amy’s new love had usurped him.
I was unable to ask Amy and Michael what happened, but there also was
no need to. Just as they had performed their togetherness for all who were
curious, so too did they perform their breakup. Michael performed the newly
single angry ex-boyfriend while Amy simply replaced all references to Michael
with references to Scott, erasing Michael’s existence without comment. The
public performance of breakups goes beyond he said/she said stories; it showcases each person’s emotional reaction to the situation.
By publicly documenting their relationship and their breakup, Amy and
Michael are looking for validation and support from their peers. Amy’s comments are filled with supportive words from her girlfriends and she acknowledges these on their profiles. Conversely, Michael’s posts about “stupid
bitches” provoke his guy friends to leave comments teasing him about getting
into drama with girls. When I checked back a month later, Michael had
removed his picture, cleared his background and content, and deleted all his
Friends. He had not deleted his profile, but his last log-in date suggests that
he stopped logging in. Amy had continued to use MySpace, but every trace
of Scott had been replaced with a new guy.
Even though teens say that the actual act of breaking up should not
happen in a mediated way, breakups do take place online as youth sweep
up the digital remainders of their relationships. Teens’ breakups can be
reflected passively through status changes or displayed actively through
hostile public messages and announcements. Michael and Amy (see box
3.1 for their story) exemplify an actively public breakup—public animosity,
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angry messages directed specifically at an ex-intimate, and the seeking of
public validation from their friends. Conversely, passively public breakups
entail quietly removing pictures, changing one’s relationship status, and
reordering Friends. While these breakups also happen in public, they are
tamer and perhaps more representative of the customary way teens end
relationships. Trevor’s most recent breakup exemplified this passively
public practice. The white seventeen-year-old from suburban northern
California said that he usually places the person he is dating as the top
Friend on his MySpace and moves people instantaneously when they break
up. But “the latest ex stayed on there for six months because I was
waiting. . . . I thought I’d be in a relationship really quickly.” Trevor says
that his ex-girlfriends weren’t upset when he removed them. “There was
never drama about it. They got it. They understood. . . . I always try for
that, because I really don’t want to be the jerk.” For teens, changing a
public representation of a relationship is a normal part of these nowmediated relationships; thus, unless the couple does not agree on the status
of their relationship, they are rarely surprised by this sort of alteration of
an ex’s profile.
After a relationship ends, teens often inhabit the same, or overlapping,
networked publics. Frequently, members of a former couple can still see
each others’ profiles, see messages left by their ex–significant other on
shared Friends’ social network profiles, and receive automatic updates
about their ex, should they retain him or her as a Friend. As Christo Sims’s
research has highlighted, these indirect communication channels mean
that youth can still be in touch with and possibly monitor each other after
an intimate relationship has ended. These communications can be caring,
respectful, retaliatory, hurtful, or angry, or they can be ways to send messages to an ex–significant other without having to interact directly with
him or her. While teens may have the sense that they should sever realworld and digital ties with their former girlfriends or boyfriends, Bob, the
white nineteen-year-old from suburban northern California, said that
monitoring one’s ex on a social network site is
one thing that you shouldn’t do but everyone does. You can go check all their stuff.
Like you look at their Facebook, you look at their MySpace, you see if they take off
the photos of you, you see if they changed their relationship status to something,
you see if they’ve got a new person writing on their wall. Like you become a stalker,
and a highly efficient stalker. Because all the information is already there at once.
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You don’t have to ask your friends or her friends if she’s seeing someone new. Like
you know. And then they want you to know. (Sims, Rural and Urban Youth)
Teens are aware that their exes see them in these networked publics and
use the opportunity to communicate with them, though not directly. Ono,
a Haitian American sixteen-year-old from Brooklyn, New York, used the
opportunity provided by social network sites to communicate her anger
toward her ex-boyfriend.
You want to make them feel so bad that the relationship ended. So you take out all
the comments, unless, it depends, unless you are still friends with that person. Take
out all the pictures. Put some other person, or maybe delete him from your Friends
list, and, but you know that he’s gonna look at your profile anyway, so you put
other males next to you, or put pictures of another male and say how nice he looks
in that outfit or whatever, or my future man, or whatever, so you could put as much
anger in that person as you can, or if you guys have the same Friend, like if me and
my boyfriend have you as a Friend, I’ll use you to get his attention. (Sims, Rural
and Urban Youth)
Ono strategized about how to use her shared public to make her exboyfriend feel bad by signaling that she had severed ties with him, that he
was no longer her Friend, and that she was intimately connected to other
boys. The same technology used to publicly affirm intimate relationships
can be used to publicly demonstrate their demise and to communicate
anger toward someone with whom a teen may no longer have direct
contact.
Bob used the same technology to communicate to an ex-girlfriend a
gentler message. He had just endured a “really rough breakup” with a girl
who wanted to “get back together” with him, though he did not reciprocate her wish to reunite. He wanted to communicate to her the fact that
he was not willing to reconcile, but he felt constrained because he had
learned of her desire in confidence from a mutual friend. To communicate
his feelings to her, he changed his relationship status on Facebook to “in
a relationship,” even though he was not involved with anyone. At that
point his ex-girlfriend realized that “I was unavailable. I knew she would
read that; I didn’t tell her or anything, but I knew that she would find it.
And so that ended it officially.” His ex-girlfriend communicated back to
him in a similarly passive way:
I go on her MySpace and there’s a blog about how she can finally move on. But it’s
addressed to no one. Right? I know who it’s talking about; she knows who it’s talking
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about. So that was a weird instance where “I’m not telling you but I know you’re
going to find this.” (Sims, Rural and Urban Youth)
These sorts of indirect communications can enable teens to exit relationships in a dignified way and enable them to “have their say.” Instead of
communicating through oral conversations, or less directly through handwritten notes or chains of friends, teens can passively communicate
through their online profiles and presence.
Despite popular emphasis on the one-to-one communication opportunities provided by these technologies, youth often use them to communicate
indirectly, both through the technology and through intermediaries.
Christo Sims’s research on the ends of relationships shows that through
new media, teens can retain an indirect channel to communicate after
breaking up. While teens stop engaging in continuous contact after a
breakup, they still use new media to communicate indirectly with each
other and their larger mediated publics. Mechanisms on social network
sites for indicating status or posting to an undefined public enable teens
to delegate some of the more awkward social articulation work to technology-based, mediated forms of communication.
Intimate Media: Privacy, Monitoring, and Vulnerability
Themes of privacy and vulnerability weave through teens’ new media
practices. The ability to monitor one another and be monitored, emotional
and physical vulnerability, and tensions around privacy thread through
the variety of intimacy practices in which teens engage. Digital communications allow teens a sphere of privacy, when they don’t have their own
spaces, to communicate with their significant others through a circumvention of geographic and institutional constraints. The ability to talk beyond
the earshot of one’s parents and other adults, such as teachers, is part of
this circumvention. Teens told us that the ability to communicate outside
of adults’ view and hearing was important. For instance, Joan, the Berkeley
freshman, claims that she and her first boyfriend would talk
online all the time, all the time. Like, we talked on the phone but then sometimes
we talked on the phone and IMed at the same time . . . especially it’s like our parents
was in the room and then we would talk to them and then if there is something
that you don’t want your mom to hear you could type it and then you could talk
about it. (Finn, Freshquest)
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Similarly, youth are able to maintain relationships with people of whom
their parents might not approve, much like Jesse and Alice, because of this
privacy. However, given the expectations of high contact with other teens
and the amount of personal information in a semipublic realm, teens also
have to negotiate new boundaries and spheres of privacy in their intimate
relationships (Livingstone 2008). In this sense, social media carve out a
new private realm in which teens can communicate, largely outside the
purview of adults, while simultaneously redrawing and often weakening
boundaries around their personal spheres of privacy.
Monitoring and Boundaries
From investigating crushes, to being in contact with significant others, to
enduring breakups, the aspects of digital media that let teens be constantly
in touch also allow them to monitor one another more intently. This
monitoring varies from researching potential love interests to using a
shared password to check up on one’s significant other to attempting to
restrict one’s significant other’s communications with his or her friends.
Some youth regularly check on their significant other’s websites simply to
see what they are up to. Gabriella, a Latina fifteen-year-old from Los
Angeles, logged on to her boyfriend’s profile daily as part of her routine
after she logged on to her own, “just to check” (boyd, Teen Sociality in
Networked Publics). Similarly, Samantha, a white eighteen-year-old from
Seattle, admitted, “I have done some checking up [on my boyfriend]”
(boyd, Teen Sociality in Networked Publics). This sort of “checking” behavior happens when one has a crush, when one is monitoring one’s romantic
partner, and sometimes after a breakup.
The importance of passwords to one’s online presence is central to these
monitoring practices. Sharing a password both denotes intimacy and
allows a significant other to monitor the private portions and manipulate
the public parts of a social network profile. For some couples, such as
Clarissa and her girlfriend, Genevre, white seventeen-year-olds in northern
California, sharing a password feels like a way to maintain a connection
even when they are apart. In fact, as Clarissa logged on to her MySpace
profile she laughed, seeing that her girlfriend had updated it and
altered the background to a more attractive one. However, not all teens
feel comfortable with the amount of power a significant other wields
with the password. Derrick, the Dominican American sixteen-year-old
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living in Brooklyn, New York, argued that girls want the passwords
because
they want to check up on you all the time. They want to get your MySpace password,
they want to get your AIM password, they want to get your phone, your answering
machine, the password. They want to get anything they . . . know that another girl
can get in contact with you through. (Sims, Rural and Urban Youth)
While Champ, the Latino nineteen-year-old from Brooklyn, shares his
password, he protects his privacy by changing his password regularly. “You
gotta change it. . . . I’ll be changing mine like every three weeks” (Sims,
Rural and Urban Youth). Clarissa’s, Derrick’s, and Champ’s varying
responses to sharing a password show how this practice is both a sign of
intimacy and a possible invasion of privacy. By refusing to share it, some
youth attempt to set a boundary around their intimate relations, sometimes to the frustration of their significant others, usually girlfriends. This
may be because some girls feel powerful when they know their boyfriend’s
password. Dana, the Latina fourteen-year-old living in Brooklyn, explained,
“I made my boyfriend give me his password and that shows power” (Sims,
Rural and Urban Youth). Given the research that documents continuing
gender inequality in heterosexual adolescent dating relationships (Hillier,
Harrison, and Bowditch 1999; Hird and Jackson 2001; Jackson 1998), it is
not surprising that girls are strategizing ways to feel more powerful in these
partnerships.
In a similar move, some of the youth we spoke with draw boundaries by
altering digital footprints that might make their significant other question
their commitment. These footprints may be messages, search histories,
phone numbers, or texts that reveal one’s intimacy practices to families,
siblings, friends, or significant others. Zelda, the Trinidadian American
fourteen-year-old living in Brooklyn, New York, actually deletes information on his site to get rid of evidence that might anger his girlfriend:
“Sometimes I’ll just go in there and I delete stuff that girls wrote me. I’ll
just delete it.” To avoid these privacy compromises, Champ and Zelda
change the names on their mobile phones. To prevent his girlfriend from
scrolling through to look at his contacts and call logs, Champ records
“their names different,” explaining, “Yeah, if it’s a girl’s name, you put a
boy’s name that probably sounds similar to it. . . . Like, let’s say the girl’s
name is Justine, you’ll probably put Justin” (Sims, Rural and Urban Youth).
While these technologies have provided a greater realm of privacy, digital
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footprints might compromise this privacy and thus youth are often drawing
digital boundaries to protect a personal sphere.
Some of the monitoring that happens during teens’ relationships veers
eerily close to serious emotional control or abuse. Lolo, a fifteen-year-old
Latina from Los Angeles, said that her boyfriend did not like the fact that
her social network profile was public. Using the password she shared with
him, “He kinda put it on private, hello. He’s like, ‘I don’t wanna know
every boy’s going in there searching you’ ” (boyd, Teen Sociality in
Networked Publics). We heard this insecurity over their claim on their
romantic partners throughout our interviews with youth. Teens may intensify some of the monitoring practices we found as a way to attempt to
control some of their anxiety about the stability of their relationships.
This sort of control might also intensify when economic transactions are
involved. In our research, teens sometimes paid their own phone bills, but
usually their parents paid. This meant that teens needed to obey their
parents’ rules (to the extent the parents could enforce them) about mobile
phone use. Something similar happened when one’s significant other paid
the phone bill. Ono, the Haitian American sixteen-year-old living in
Brooklyn, New York, said that her friend’s boyfriend pays her friend’s
phone bill and as a result
he expects when he calls, even if she’s not available, to just pick up and say, “I can’t
talk to you right now, I’ll call you back.” Or if he’s with her, then he would be asking
who else is calling if it’s not her parents or something. That’s what happens when
he pays your bills. And yeah, he can talk to you every day, even if you’re not free,
because he pays for it. (Sims, Rural and Urban Youth)
Girls in this type of relationship seemingly trade one type of control,
parental, for another (Hijazi-Omari and Ribak 2008). Their privacy is compromised because they do not retain economic control of their mobile
phones.
Youth monitor one another in the early stages of, during, and after the
ending of the relationships. This monitoring manages anxiety so central
to teen relationships in which teens for the first time are crafting intimate
ties with one another. The monitoring capabilities afforded by digital
media seem like a way to manage such anxiety as teens seek to put to rest
their fears about vulnerability and betrayal. The ability to monitor others
through these new media venues both allows teens to learn about others
and makes them vulnerable to surveillance and control by others.
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Vulnerability
New media simultaneously increase teens’ vulnerability and their control
over their emotional exposure. This heightened vulnerability may allow
teens to craft new and strong emotional connections with one another
(e.g., see box 3.2) as well as render them more open to being victimized
by their friends, acquaintances, and other adults. However, the removed
and asynchronous nature of some new media also allows them to manage
emotional exposure and render teens less vulnerable, especially in the early
stages of a relationship.
Box 3.2
Bob Anderson’s Story: “It Was Kind of a Weird Cyber
Growing-Up Thing”
Christo Sims
When Bob Anderson was in middle school and the first few years of high
school, social network sites such as MySpace and Facebook had not yet taken
hold in the rural region of California where he lived. The popular social
application was instant messaging (IM), and Bob would log on for hours a
day to chat with other teens. As is emphasized in chapters 2 and 3, these
online engagements typically enact and extend offline relationships and the
identities associated with them. Bob’s use of IM supports this observation as
he primarily chatted with teenagers from school. Yet Bob, who is now in
college, also tells of using IM to chat with teenagers beyond his given social
worlds. While this book illustrates many instances in which interest-driven
practices transcend given social worlds, Bob’s story is unique as it falls within
the realms of friendship and intimacy.
Bob recalls forming a friendship through IM with a teenager from the East
Coast. The friendship lasted about two years but the friends never met. It
took place toward the end of middle school through the early part of high
school. Via conversations on IM, he and his new friend created a space where
vulnerable subjects could be broached and swapped:
We kind of went back and forth on a personal level. Talking about a range of things.
But we were really just going back and forth with fundamental problems and questions
that people have with growing up. Going through puberty. Sexual experiences. Where
you fit in society. Real friends, fake friends.
When reflecting on the experience now, he frames the experience as part
of the growing-up process:
It was kind of a weird cyber growing-up thing. Just like checking in. . . . I was finding
out more about myself, and trying to figure out what I was about, and trying to figure
out what people were about, and trying to figure out what the world was about.
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Bob makes the point that these were topics that could not be easily discussed
in other contexts. As he puts it, “You can suddenly say things you would
never say in person.” As chapter 3 shows, new media have become integral
to the ways teenagers try to manage exposure and publicity. When it comes
to vulnerable subjects, there are particularly good reasons to be cautious
as to what one exposes and to whom. In Bob’s case, he perceives it as safer
to expose vulnerabilities to a stranger than to someone he already knows.
This may seem counterintuitive but actually makes a lot of sense when one
considers the context of his social world. At fourteen, Bob’s given social world
was small and persistent. His growing up in a rural area meant that his peerbased social world was largely bound to his school. His graduating eighthgrade class had fewer than thirty students, his high-school class fewer than
two hundred. Short of a major family transition, these schoolmates would
make up his peer-based social world until he left for college. Within this
small-world context, the consequences of embarrassing exposures and public
missteps can seem global and resilient.
Through IM, Bob and his friend created a space that seemed safely distant
from these given and ongoing social worlds. As such, personal vulnerabilities
could be swapped without risking lasting local consequences to reputation
and identity. It was a place in which private thoughts, experiences, and feelings could be voiced for the first time, an intimate sphere, confidential by
means of a perceived disassociation from the given and ongoing social worlds
to which he belonged.
Boys in particular, because of contemporary association of vulnerability
with a lack of masculinity (Korobov and Thorne 2006), express relief about
the extent to which new media allow them to control what they perceive
as emotional vulnerability. They feel less exposed because they can text a
girl or leave a message on her MySpace page rather than risk embarrassment by calling her and stumbling over their words or saying something
embarrassing. Bob, for instance, said,
It’s a lot easier to flirt digitally than it is in person ‘cause there’s no awkward silence.
You can’t say something you don’t mean ‘cause you could sit there at one comment
on a person’s profile and spend a half an hour making sure that everything is right.
Like some words are lowercase on purpose. The punctuation’s just the way . . . I want
it to look sloppy, but it really has this, you know, acute meaning to it. (Sims, Rural
and Urban Youth)
The asynchronous nature of texting and leaving messages allows boys
to save face when flirting with a new girl. In this way, the controlled
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casualness discussed earlier is a form of emotion management and a way
to control vulnerability.
The same technologies that allow youth to manage emotional exposure
might also render them more vulnerable, in part because of the amount
and type of information shared and the speed at which it can travel. Teens
are not necessarily in control of digital representations of intimate practices
or in control of the audience who sees those representations. For instance,
Elena and Brett, two gregarious white sixteen- and seventeen-year-olds,
respectively, from northern California, talk about how embarrassing pictures might be forwarded. Elena said, “That’s a lot of drama too. They can
send pics to other people.” Brett continued, laughing, “People might take
a picture of other people making out at a party.” Elena continued, “Like
so-and-so was kissing so-and-so or that so-and-so made out with so-and-so
at a party. Then the next week they’re like, ‘Look at the picture; obviously
it meant something.’ Then they’re with somebody else.” Elena said that the
picture might get “around school and you’re like, ‘Wait, how did you even
get this picture? You weren’t even at the party.’ It goes further than you
think sometimes.” In this way, even teens’ offline practices may be monitored online if people forward compromising pictures of them. This digital
proof of one’s intimate life may spread rapidly, outside of one’s control.
The other vulnerability teens talked about is that of the stereotypical risk
conveyed through fear-based narratives of the Internet, that of the stalker,
the stranger, and the predator. Teens rarely mentioned these stories in our
research (apart from noting that this was what adults were concerned
about), but a minority of youth reported having negative interactions with
predatory-type adults online. Those youth who seek out intimate communities online, such as gay teens, might be more at risk for this sort of
unwanted stranger intimacy. For all the opportunities to create community
for gay teens, the Internet also puts them at risk as they seek this community. Robert, the white seventeen-year-old from Chicago, told a particularly affecting story about his experience on the Internet as he was coming
into his early teens.
A couple times a week, after my parents went to bed, I visited some Internet
sites . . . then after a while, I found a chat room website, a gay teen chat room. I
chatted with a lot of guys; eventually I started to talk to people outside of the chat
room, on MSN Messenger. There were people who wanted to do things with cameras
and pictures, and for a while I went along with some of it, not really doing too
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much. Then one day, it wasn’t a teenager who sent me their pic, but an old fat man.
I was disgusted, beyond words. I smashed my computer camera, deleted my MSN,
and barred any memory from those times out of existence until I recollect now.
Robert was trying to explore his sexuality the best he could, as a single gay
teen, but in doing so, he ended up on non-age-graded sites, which, though
not inherently risky or problematic, may be dangerous for marginalized
teens looking for community. Instead of getting to experiment in more
public and socially acceptable ways, through structured rituals of heterosexuality, gay teens often must find their own way. On the one hand, the
Internet is an invaluable lifeline, but on the other, it renders gay teens
more vulnerable to situations such as this one.
New media allow teens to manage their vulnerability; permit them to
have intensely emotional, vulnerable conversations; and render them
potentially susceptible to the forwarding of information about them and
vulnerable to those who wish to take advantage of them.
Conclusion: Controlled Casualness, Continuous Contact, and Passive
Communication
While many adults may perceive social network sites as being simply glorified dating sites, this chapter, in conjunction with chapter 2, on friendship,
demonstrates that teens are not one-dimensional beings interested only in
prurient communications and subjects; rather they craft complex emotional and social worlds both publicly and privately on and offline.
Academic work has rarely taken youth courtship practices seriously, but in
examining the way teens talk about these practices and their emotions
about them, our project demonstrates that romance practices are central
to teens’ social worlds, culture, and use of new media. For contemporary
American teens, new media provide a new venue for their intimacy practices, and render these practices simultaneously more public and more
private. Teens can meet people, flirt, date, and break up beyond the earshot
and eyesight of their parents and other adults while also doing these things
in front of all their online friends. As chapter 2 also points out, participating in these mediated relational and emotional practices is central to being
a part of an offline social world. Youth are developing new kinds of social
norms and literacies through these practices as well as learning to participate in technology-mediated publics. These sites of peer-based learning
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need to be taken seriously, as they are structuring social and communicative practices that differ in some important respects from the experiences
of these teens’ parents, and they can become a site of intergenerational
tension and misunderstanding.
When meeting and flirting, teens find online communication extremely
useful. This is especially true in terms of furthering casual acquaintances.
They have more freedom to get to know friends of friends or others they
have met briefly at parties or other group gatherings without risking too
much embarrassment. They can also use social network sites to learn about,
usually unbeknownst to the other person, someone in whom they have
an initial interest, be it someone they see every day in class or the person
who sells them burgers at the local fast-food restaurant. While meeting
people solely online is not the norm, some teens do meet and flirt that
way. Others consider this brave, scary, or weird, depending on their perspective. Their messages and interactions during this time might be characterized as a “controlled casualness.” Dating teens use new media often,
engaging in what one might think of as “continuous contact.” When in a
relationship, teens frequently communicate with each other and expect
their significant others to publicly acknowledge and maintain their relationship on their social network profiles. Teens’ relationships also end
in the presence of their networked publics. The breakups might be active
or passive, but because of their shared publics, teens retain the ability to
passively communicate with each other even after ending intimate ties.
Their continuing indirect communication about relationship status is a
way in which these sites enable intimate content to be made very public.
This publicity both allows teens to exact revenge and communicate important, but indirect, messages about their emotional states to their former
significant others. Because of the dearth of research on teens’ intimacy
practices, we lack comprehensive comparative case studies, but it seems
that teens’ current use of new media might be a unique moment in the
recent history of teen dating practices. New media allow, and seem to
encourage, teens to make relationships and relationship talk explicit. They
let teens access romantic others’ personal information and share versions
of or information about themselves that might not be done as easily in
offline circumstances. Much as friends have in the past, technology now
acts as a social intermediary, enabling communication that is passive, but
very important, at liminal relationship stages, such as beginnings or
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endings. Finally, among teens in relationships, technology allows them to
maintain a passive copresence with each other and provides new ways to
subvert expectations of that copresence.
As we saw in the case of friendship practices, these online tools and
communication practices make peer-based interaction and pressures more
consistently available to teens. Unlike more familiar forms of public space,
networked publics and private communication channels such as IM and
mobile phones can make it harder for parents to passively monitor their
children’s romantic communications (though written records of these
communications often linger in digital environments should parents know
how to access them). Youth call and send messages to each other directly,
bypassing mediation by parents or siblings. This is part of the trend toward
what Misa Matsuda (2005) has called “selective sociality,” in which youth
can make more intentional decisions about those with whom they affiliate.
Further, some parents do not fully understand the norms that govern teens’
online interactions, and the literacies they deploy in these interactions,
and thus they may be tempted to resort to blanket prohibitions rather than
more nuanced forms of guidance. These dynamics are explored further in
chapter 4.
The snapshot of contemporary teens’ intimacy practices presented in
this chapter indicates that today’s teens are part of a significant shift in
how intimate communication and relationships are structured, expressed,
and publicized. Networked publics of different sizes and scales contextualize these intimate communications and practices, allowing youth to
observe the intimate interactions of others, and conversely, to display their
own emotions, practices, and relationships to select publics. The new possibilities of self-expression available online, characterized by more casual
and personal forms of public communication, complicate our existing
norms about the boundaries between the public and the private.
Notes
1. This practice has varied with Alice’s changing access to the text-message function
on her mobile phone, because she depended on her parents’ phone plan.
2. As with other parts of teen culture, contemporary practices of dating and romance
are deeply gendered (Best 2000; Martin 1996; Pascoe 2007a). Gender difference and
inequality is central to heterosexuality and thus is embedded in dating practices.
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Contemporary dating practices emphasize a gender-differentiated heterosexuality in
which girls frequently possess less subjectivity than boys and in which “power is
naturalized through a discourse of romance” (Best 2000, 67).
3. Indeed, in spite of the current flurry of concern over what kids are doing online,
the Internet and social network sites have hardly led to an explosion in teen sexual
behavior. In fact, the number of teens who say they have had sex before they graduated high school has declined from 54.1 percent in 1991 to 47.8 percent in 2007
(CDC 2007).
4. A “wall” is the place on a typical social network site where someone’s Friend
might leave a message for him or her to read. These messages are usually visible to
others, but their public nature depends on the privacy settings of a given profile.
5. Christo Sims interviewed Bob several times, such that during the course of our
research Bob’s age ranged from nineteen to twenty-one.
6. Like many teens, Missy wrote using typical social media shorthand. Translated,
her comment would read: “Hey, hmm, what to say? I don’t know. Laughing out
loud. Well, I left you a comment. . . . You should feel special haha (smiley face).
7. “G” is slang for “gangsta,” in this case an affectionate term for a friend.
4
FAMILIES
Lead Author: Heather A. Horst
Trudy lives in a working-class neighborhood on the outskirts of Silicon
Valley, where she attends middle school (Horst, Silicon Valley Families). At
the time of her interview with Heather Horst in the spring of 2006, Trudy
and her other twelve-year-old friends recently had taken an interest in
MySpace. During the course of the evening, Trudy decided to show Heather
her MySpace page and all the things she was learning to do, which included
creating a page that she thought would express her personality. She also
talked about how she used MySpace to stay linked to her friends and said
that in the past few months she had managed to “Friend” forty-two people.
As each Friend appeared on the page, she proceeded to describe each
person and the various aspects of that person’s MySpace profile that she
liked or disliked. Eventually she came to the profile of her friend Amanda,
whose picture was an uploaded image of Hello Kitty. As Trudy talked more
about Amanda’s page, Heather asked if she knew why Amanda decided to
place Hello Kitty as her main picture. Before Trudy could answer, Trudy’s
mother, who was washing dishes nearby, chimed in and reminded Trudy
that one of the conditions of Amanda’s participation on the site was that
she agreed to use unidentifiable pictures or images; Amanda’s mother did
not want any real pictures of her daughter on the Internet. However,
during the course of browsing through her profile, Trudy discovered that
she still possessed a picture on her page “tagged” (labeled) with Amanda’s
name. Trudy’s mom, who was still looking over her shoulder, reminded
her daughter that she should delete or replace Amanda’s residual picture
out of respect for Amanda’s parent’s wishes. Annoyed with what Trudy felt
represented an invasion of her privacy, she rolled her eyes and said she
would take down the photo “later.”
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This book focuses on new media engagement, peer-based sociability, and
learning from a youth perspective, with particular attention to learning
with new media that takes place outside of traditional learning institutions,
such as schools and families. As noted by Christo Sims in his summary of
large quantitative surveys of new media use in the United States (see box
1.1), however, the vast majority of American households—89 percent—
now possesses some form of access to the Internet at home. Alongside the
Internet, many families throughout our study also owned mobile phones,
portable music players, and gaming systems, although it is important to
note that the latest gaming systems (e.g., PlayStation 3, Wii, Xbox) and
devices such as BlackBerrys and iPhones remain out of economic reach for
the vast majority of our study participants. In effect, a large share of young
people’s engagements with new media—using social network sites, instant
messaging services, and gaming—occurs in the context of home and
family life.
Parents, the guardians of the home and family, take seriously their role
as guides and regulators of their children’s participation in this new media
ecology. Just as young people engage with new media based on friendshipdriven and interest-driven genres of participation, parents and adults’
attitudes toward new media reflect their own motivations and beliefs about
parenting as well as their personal histories and interests in media. Indeed,
parents often frame their purchase of new media in relation to the educational goals and broader aspirations they hold for their children. From this
vantage point, computers, video cameras, and digital cameras as well as
related software, education, and training become meaningful to many
families because they represent an investment in their child’s future, one
that they hope will ensure their children’s success in education, work, and
income generation (Bourdieu 1984; Haddon 2004; Lally 2002; Livingstone
2002; Sefton-Green and Buckingham 1996; Seiter 2007; see also chapter 7
in this book). Parents also leverage new media as motivators or rewards
for good grades and behavior; graduation or a good report card may result
in a new game, mobile phone, or digital camera. While parents make
efforts to embrace their kids’ interest in new media, they admit that new
media also incite anxiety and discomfort, which are often tied to moral
panics surrounding media as well as what Ellen Seiter (1999b) has referred
to as the “lay theory of media effects,” or the belief that media cause children to become antisocial, violent, unproductive, and desensitized to a
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variety of influences, such as commercialization, sex, and violence (Alters
and Clark 2004b; Cassell and Cramer 2007; Clark 2004; Lusted 1991).1 Even
the most media-immersed parents in our study described a deep ambivalence about the prominence of new media in their children’s lives and their
role as parents in influencing their children’s participation in the media
ecologies that structure their sons’ and daughters’ lives.
This chapter considers the home and family as an important structuring
context for informal media engagement2 and, in turn, explores how parents
and other adults negotiate the incorporation of media in young people’s
lives. Drawing research materials from a wide range of studies—primarily
Christo Sims (Rural and Urban Youth), Heather A. Horst (Silcon Valley
Families), Katynka Z. Martínez (Pico Union Families), Lisa Tripp and Becky
Herr-Stephenson (Teaching and Learning with Multimedia), C. J. Pascoe
(Living Digital), danah boyd (Teen Sociality in Networked Publics), Patricia
G. Lange (YouTube and Video Bloggers) and Dan Perkel and Sarita Yardi
(Digital Photo-Elicitation with Kids)—we examine parenting strategies
surrounding new media, with particular attention to the structuring and
regulation of family life in the home and through new media. The three
numbered boxes in this chapter illustrate the ways in which the use of new
media in homes and families differ regionally. We begin by concentrating
on the spatial and domestic arrangements that shape new media use in
the home, such as the placement of computers. We then turn to the creation of routines and other forms of temporality, including the amount of
time and the textures of kids’ media use. In the final section, our analysis
centers on parents’ and kids’ rules, and the creation, bending, and breaking
of rules. We conclude by considering how parents and young people transform, negotiate, and create a sense of family identity through new media.
Parenting in the New Media Ecology
Home and family environments reflect the values, morals, and aspirations
of families as well as beliefs about the importance and effects of new media
for learning and communication. Writing in the moment of the first home
computers, Silverstone, Hirsch, and Morley (1992) observe:
Media pose a whole host of control problems for the household, problems of regulation and boundary maintenance. These are expressed generally in the regular cycle
of moral panics around new media or new media content, but on an everyday level,
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in individual households, they are expressed through decisions to include and
exclude media content and to regulate within the household who watches what
and who listens to and plays with and uses what. (20)
As research on youth and the family reveals, the anxiety surrounding the
integration of new media into the home also reflects concerns about independence, separation, and autonomy that, at least in the context of
Western societies, occur during the teenage years. Parents throughout our
studies worried about the amount of time that kids spent online and not
“with real people,” as one mother described her son’s “addiction” to networked gaming. Some parents lamented that they felt they had lost control,
or that their kids had become too dependent upon their portable games,
iPods, and mobile phones. Still other parents expressed concern over the
extent to which their kids were spending “too much time” talking with
their friends over instant messaging, on social network sites, or on the
mobile phone. While these concerns over dependence and independence
as well as control and autonomy appear to be a persistent family dynamic
(Spigel 2001), Alters (2004) argues that during the past forty or fifty years
there has been a shift in the nature of parenting in American family life;3
“Since the 1960s, parents have become uneasy about how to raise children
in light of increases in drug use, delinquency, pregnancy, and suicides
among children and adolescents” (Alters 2004, 59) as well as broader societal changes, such as the entrée of women into the workforce and the
increase in divorce rates during the past three decades. Alters further contends that parents now feel aware and accountable to themselves, and to
society at large, regarding the decisions they make in the domestic sphere,
a phenomenon she refers to as “reflexive parenting.”
The particular expressions of this sense of responsibility or reflexivity—
present among most, if not all, of the families we interviewed—remain
closely intertwined with the cultural, social, economic, and educational
capital associated with class dynamics. In a seminal ethnographic study of
parenting in the United States, Annette Lareau (2003) explores parenting
strategies and the implications of different approaches to parenting for
children’s chances in life, what she terms the “transmission of differential
advantages to children.”5 Examining the ways these patterns of parenting,
or the “dominant set of cultural repertoires,” are traversed in everyday
life, Lareau outlines two approaches to parenting that, she argues, correspond with class positioning. According to Lareau, working-class parents
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in the United States believe in what she terms “the accomplishment of
natural growth,” a parenting strategy that emphasizes informal play, often
in and around the house. Lareau outlines how working-class parents, using
what she considers a more hands-off approach than their middle-class
counterparts, believe that kids will grow and develop naturally as they
navigate the world. By contrast, middle-class parents operate with a belief
that it is their responsibility to develop their children through sports,
music lessons, and other activities, a practice Lareau terms “concerted
cultivation.” One of the main differences between the two parenting strategies revolves around the organization of children’s daily lives as well as
the extent to which parents think they should be involved in the inner
workings of their children’s activities in schools and other institutionalized
settings. Lareau suggests that whereas middle-class parents tend to advocate for their children in institutionalized settings, working-class parents
value respect for authority, particularly of teachers and principals, and
prefer to give their children the autonomy to navigate their own relationships with peers and the outside world.
The dynamics that Lareau describes in school settings and nonmediated
environments also emerge in parents’ approaches toward managing media
in the home. For example, Ellen Seiter’s Sold Separately (1993) explores the
role of parenting styles and attitudes toward children’s media culture.4
Conducting her research on television and the use of kids’ videos and
cartoons, Seiter draws connections between class, education, and aspiration in her analysis of children’s media and family life in the United States.
In particular, Seiter focuses on the relationship of the media industry,
parents, and kids in shaping values and attitudes toward particular forms
of media consumption and participation. Based on her textual analysis of
children’s toy advertisements and the ways in which parents interpret and
attempt to control children’s use of commercial television characters in
their everyday play, Seiter reveals how middle- and working-class parents
externalize their values through the toys and media they encourage their
children to play with and ultimately demonstrates how class biases toward
toys and media are reinforced (cf. Chin 2001; Livingstone and Bovill 2001;
Roberts and Foehr 2008; Seiter 2005; Thorne 2008).5
Whereas much of the early literature on parenting and media attributed
differential adoption of new media in the family to class dynamics, a recent
study by Hoover, Clark, and Alters (2004) attempts to situate family modes
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of media incorporation in relation to the construction of family identity
(see also Matsuda 2007; Spigel 1992). Building on their work based in the
metropolitan areas of Colorado, the authors focus on how religious and
other sociomoral beliefs, values, and worldviews (and to a lesser extent
educational, social, and cultural capital associated with class dynamics)
influence parenting styles and attitudes toward new media. Mirroring
Silverstone and Hirsch’s6 (1992) notion of the moral economy of the household, Hoover, Clark, and Alters (2004) contend that many parents feel the
pressure to restrict and control their children’s use of new media due to
the cultivation of their family identity, or reputation.7 Throughout this
chapter, we examine how these different discourses and parenting
approaches become embedded in the strategies parents employ to regulate
and maintain control over media and media uses among the family. In the
following section, we describe the ways in which parents and families craft
media spaces, the first of three strategies we observed being employed
through the course of our research.
Crafting Media Spaces at Home
The decision to acquire new media means making decisions about where
new media will fit within the current domestic ecology of media objects.8
These decisions may revolve around the affordability of a particular
medium, as well as infrastructural issues, such as the potential location of
a desktop computer, laptop, or gaming system in the home (Alters 2004;
Lally 2002; James, Jenks, and Prout 1998). Holloway and Valentine (2003)
contend that where families place computers and other new media in the
home often shapes whether they are used individually or collectively as
well as how long and how frequently new media might be used. For
example, when parents put a computer in their children’s bedroom, kids
tend to associate its presence in their bedroom with ownership. As a result,
kids often take on a role as a person who can restrict the amount of time
that others can access “their” digital camera, iPod, gaming machine, or
other new media (Holloway and Valentine 2003; Livingstone 2003).
Public Media Spaces: Halls, Dens, Kitchens, and Recreation Rooms
Given parents’ concerns over the ability to control and monitor their
children’s media use, many parents elect to place larger media objects, such
as gaming systems and desktop computers, in the public spaces of the
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home. Bakardjieva (2005) finds that many Canadian families place media
in the living room and construct family computer rooms as well as “wired”
basements, which are designed for new media usage (Lally 2002; Livingstone
2002). Like many of the families in Bakardjieva’s study, the families who
participated in the Digital Youth Project situated computers in kitchens,
hallways, and other spaces of the home where parents possessed the option
to monitor what their kids were doing. This pattern was particularly
common in many of the Los Angeles households with space constraints,
as well as in Silicon Valley households, where families used kitchens and
dining rooms to eat together and complete homework. Other families,
such as those who live in the suburban-style developments of rural
California (Sims, Rural and Urban Youth), prefer to place their computers
in a shared family “den” or “study” (Bakardjieva 2005; Clarke 2001).
In some of the wealthier households in Silicon Valley (Horst, Silicon
Valley Families), families designed new spaces to house new media, such
as home offices, playrooms, and recreation rooms (Clarke 2004, 2007;
Gutman and de Coninck-Smith 2007; James, Jenks, and Prout 1998). For
example, the Chens, an Asian-American family in Silicon Valley, lived in
a large five-bedroom house and were in the process of remodeling their
home to integrate a recreation area as an extension on the back of their
garage. The Chens planned to add a Wii to their existing media collection,
which included a large-screen TV, speakers, and a PlayStation 2, so the kids
could practice tennis and play other “physical” games with their friends;
their dad also expressed excitement at the prospect of practicing his golf
swing. Mrs. Chen hoped that this new entertainment space apart from the
main house would become a gathering place for her two teenage sons
and their friends. She thought that the space would enable her to know
and monitor where they were as well as what they were doing. Indeed,
Mrs. Chen’s plan to create a house-based entertainment center for her two
sons and their friends reflected the centrality of kids’ engagement with
games and gaming in their everyday social lives. While the full-scale reconstruction of a garage was an extreme example of household modifications
to accommodate new media,9 most families opted to modify or convert
existing spaces (e.g., playrooms or family rooms) into media rooms.
Private Media Spaces: The Bedroom
While some parents prefer to place media in the public spaces of the home,
the bedroom holds a special place in the imaginations of many youth. As
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McRobbie and Garber ([1978] 2000) argued three decades ago, girls typically view bedrooms as important spaces where they feel relatively free
to develop or express their sense of self, or identity, particularly through
the decoration, organization, and appropriation of their bedroom space
(Clarke 2001; Kearney 2006; Mazzarella 2005; Steele and Brown 1995). In
many homes, the arrival of relatively affordable and portable media has
solidified the importance of the bedroom as a space where one can use
new media in these endeavors and assume individual control over one’s
own media world. As Livingstone and Bovill (2001) assert, “What is clear
is that the media—particularly screen media—are playing an increasingly
significant role within the more solitary, more peer-oriented space of
the bedroom” (180–81). They further suggest that the more “media-rich”
bedrooms are, the more likely it is that kids will spend time in their
bedrooms using the media, away from the rest of the family and the more
public spaces of the home.
As Livingstone and Bovill observe, many parents believe that when kids’
bedrooms become the focal point of their activities at home, they lose the
ability to monitor and guide their children’s activities. For this reason,
many parents fear what happens behind closed doors. Kira, a seventeenyear-old in Seattle who lives with her aunt and uncle (boyd, Teen Sociality
in Networked Publics), describes the tension surrounding her bedroom and
her aunt’s regulation of her media usage:
[My aunt] just always wants me to be involved with the family, but then when I’m
sitting out [in the living room] I get completely ignored so I don’t like being out
there. I mean I’ll sit out there because I know she wants me to, but then once she
goes to bed at 8:00 I’m in my room where I can turn on my music and watch my
TV or talk on my phone or whatever. I can’t pretty much even look at my cell phone
in front of her because she gets mad, thinks I’m on it all the time. I’m like I just
ignored five calls. How am I on it all the time? She makes me so mad.
Kira continues,
I have a TV in my room with cable and everything but my aunt flips out if I go in
my room. She’s like, you’re always in there, you’re always hibernating in there, and
she thinks I’m smoking pot in my room because I light incense. Incense relaxes me;
I mean I’m not stupid; I’m not going to smoke pot in my room. Like you guys aren’t
going to smell it?
Kira’s desire to relax and be herself, what her aunt interprets as “hibernating” in her bedroom, appears to affirm Livingstone and Bovill’s (2001)
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findings in the United Kingdom. However, Kira’s own awareness that her
room is not completely separated—that her family can smell what she is
doing in her room—suggests that teens do understand that bedrooms are
much less private in practice than they are in the popular imagination and
discourse. For example, Sam, a seventeen-year-old in Cedar Rapids, Iowa,
described to danah boyd (Teen Sociality in Networked Publics) that while
he sees his room as relatively private, he still refrains from using media
and technology while in his bedroom:
When the door is closed, but I don’t . . . I don’t like talking on the phone in my
house at all. Just because, it’s not like a two-room shack, but it’s not huge, and you
never know what’s going to go through those walls. What’s going to make them
think that something . . . this is happening or whatever, so, I don’t.
Similarly, fourteen-year-old Leigh in Cedar Rapids, Iowa, told danah
boyd that her house does not feel private to her “just because my family
is just . . . I don’t know. My mom comes and looks in my room and stuff.
I don’t really like that” (Teen Sociality in Networked Publics). Sixteen-yearold Melissa of Marion, Iowa, complained to danah that while her room
may be nominally private, her mother possesses the freedom of movement
to come and go as she pleases:
Because there are a lot of things that my mom does that make me feel like it’s not
private. I can be taking a shower and she’ll come in, go to the bathroom, and leave.
She has no respect for my personal privacy. I can be sitting on the computer talking
to a friend and she’ll be reading over my shoulder and I don’t want her to. That’s
not really private to me. . . . Private is kind of like a place where I can kind of go
and just be by myself and not have to worry about anyone doing anything. . . . My
most important thinking goes on when I’m either in bed, in the shower, or in my
car. (Teen Sociality in Networked Publics)
As becomes evident, parents sometimes assert their status in the family
hierarchy by moving through the home freely, even when a space is
deemed to belong to their kids. In addition, sharing a room or a computer
with a sibling has an impact on the sense of privacy teens feel and, in some
instances, renders privacy almost impossible. Numerous teens discussed
how their siblings used their computer or accessed their accounts to talk
to their friends through IM or social network sites while pretending to be
them. Ana-Garcia, a half-Indian, half-Guatemalan fifteen-year-old from
Los Angeles (boyd, Teen Sociality in Networked Publics), described how
her brother
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hacked onto my AIM and my MySpace, and he just started talking to people, and
then the next day when I went on, they were like, “What was wrong with you
yesterday? Why were you acting all mean to me?” I was like, “It was not me. It was
my brother,” so he does that a lot.
Ana-Garcia explained to her friends that her brother was the one responsible for being “mean.” While many of her friends believed her, she worried
that one day he might take his pranks too far. In an effort to make her
brother stop, Ana-Garcia told her parents, but, she said that because he is
the boy in the family, her brother rarely gets punished. The lack of privacy
surrounding Ana-Garcia’s new media usage reflects a general frustration
Ana-Garcia holds about being a girl and the lack of freedom, privacy, and
control this entails, at least in her family.
Alongside age and gender dynamics, the size and infrastructure of homes
also contributes to the negotiation of privacy in domestic spaces. As
Katynka Martínez suggests in her description of Maxwel Garcia and his
family (see box 4.1), for many other low-income families who live in tight
quarters, the retreat into the bedroom and the creation of bedroom culture
is simply not an option.
Box 4.1
The Garcia Family: A Portrait of Urban Los Angeles
Katynka Z. Martínez
Maxwel, a fourteen-year-old seventh-grade boy, lives in a studio apartment
with his mother, Lydia, and two older sisters. The tight living quarters make
Bovill and Livingstone’s (2001) concept of a “bedroom culture” difficult to
apply to these kids’ digital-media environment. Since the family’s living
quarters do not include traditional bedrooms, the increasing availability of
media in such rooms becomes a nonissue. This is not to say that digital media
are absent from the kids’ home environment. Maxwel’s oldest sister owns a
digital camera and he owns a Game Boy. In addition, there are two television
sets in the apartment, one hooked up to a VCR/DVD player and one hooked
up to a Nintendo 64. Maxwel’s favorite TV shows are Yu-Gi-Oh! and Lilo and
Stitch, but the family makes joint decisions about what to watch on television.
On the day of my interview with the family, the television was set to the
local news on Spanish-language television. By the time the interview was
over, Maxwel and his sister had watched Spanish-language news, the local
news on an English-language television station, X-Men 2, and Bend It Like
Beckham. The family does not pay for cable television or satellite service so
both movies were viewed as broadcast television programming.
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In the case of this family, the television set is the media object that has
been used to create a shared family time-space. For example, Maxwel often
watches telenovelas, Spanish-language soap operas, with his mother. Maxwel
mentioned watching “the one at seven,” and when I asked if he was referring
to the telenovela Peregrina, Maxwel and his mom immediately answered with
an enthusiastic “yes.” During the interview with Lydia, she struggled to
remember the title of an English-language television program that she likes.
She asked her son for the title and he asked her “el de los que siempre están
fumados?” (“The one where they’re always stoned?”) This description of That
’70s Show resonated for Maxwel’s mom and she said that she enjoyed watching the program because “Cuando uno esta joven, todo se te hace fácil.” (“When
one is young, everything seems easy.”) Lydia does not understand the English
language but says that she can follow the physical humor used in Englishlanguage sitcoms. She also enjoys watching wrestling with her kids. The
theatricality and physicality of World Wrestling Entertainment make it easy
for a non-English speaker to follow the television programs.
Lydia was able to attend school up to only the fourth grade in her hometown of Mexico City. She came to the United States with her then husband
and two daughters. Maxwel was born in the United States a few years after
the family arrived in the country. Lydia explains that while she encourages
her kids’ use of computers, she hasn’t tried to incorporate computers into her
own life. She says that she often joins her children on their trips to the public
library or the local community center and looks on while they use computers.
However, she does not actually use them herself because, as she explained,
her first goal is to make sure that her kids have everything they need to
succeed in school and her second goal is to learn English.
Lydia was unemployed at the time the interview was conducted. Her last
job had been as a garment worker using embroidery machines in a factory.
She brought out a hat and showed it off as both an example of the work that
she did and also to draw attention to her favorite Mexican soccer team. When
Lydia was employed at the sewing factory she often worked nights and did
not see her children in the morning or immediately after school. When she
worked into the early morning she used her mobile phone to call her kids
and remind them to eat breakfast. She also expected them to call her mobile
phone when they came home from school. She explained that her phone
recorded the time and place from where the call was made and that she
returned her kids’ phone calls during her break.
Maxwel and his sisters have asked their mom for mobile phones but
she does not have the funds to buy them. Her eldest daughter is twenty
years old and bought her own mobile phone. This daughter sells carpet
cleaner door-to-door and is the owner of the family’s digital camera. When
Maxwel was asked what he used the camera for, he explained that it was used
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“on my confirmation, or on my sisters’ birthdays, or my birthdays, or my
mom’s birthday or special occasions.” In addition to snapping pictures on
these “special occasions,” Maxwel had recently used the camera for a science
experiment and his mother used the camera to take pictures at the march
for immigrants’ rights that was held in Los Angeles, and nationwide, on
May 1, 2006.
The digital camera also has been used to document apartment fixtures in
various stages of decay. Lydia explained that she took classes at a local community center and learned about her rights as a tenant. She also learned about
how to use photographs to record landlord negligence by watching La Corte
del Pueblo (The People’s Court), a Spanish-language program that presents reenactments of actual court cases. She said that the ceiling in her bathroom was
inflated and one day caved in, almost hitting her daughter. Another time, the
kitchen ceiling caved in and released rat feces all over the room. This happened
on Maxwel’s birthday. Lydia said that she had made multiple pots of tamales
and that she was lucky the ceiling did not fall apart while she was cooking. She
took pictures of both the bathroom- and kitchen-ceiling incidents and then
used these photos to argue against having to pay a full month’s rent.
Lydia explained that she can barely afford to pay the rent for her apartment,
let alone buy the kids video games. The family buys video games, which cost
about thirty-five dollars, on credit at a local indoor swap meet. The Nintendo
64 that Maxwel owns was a gift from a friend with whom they shared an
apartment. The family computer was also a gift. Maxwel’s godparents gave
him this computer for his birthday but it broke and his godfather took the
computer to be repaired. This was a year ago. Lydia explained that Maxwel’s
godfather “llevó la cabeza o el monitor, cómo se llama? Y no lo ha traída” (“took
the brain or the monitor, what is it called? And he hasn’t returned it”). The
godfather had taken the hard drive and Maxwel’s family was left with only
a printer and monitor. The monitor has been laid to rest with a plastic cover
and is kept in a walk-in closet that also functions as a small bedroom (see
figure 4.1). The desk that the monitor was on now serves as a table for stuffed
animals and knickknacks. Although the printer is not connected to a computer, it is still kept on the bottom shelf of the desk.
While the Garcia family does not represent a media-rich household, the
family was eager to share stories and artifacts related to their media practices.
During the course of the interview Maxwel and his mom brought out photo
albums with pictures of graduations, first communions, baptisms, and birthday parties. They also brought out their digital camera and displayed the
photos of the immigrants’ rights march that were still stored on the device.
Lydia was asked how the immigrants’ rights march compared to these family
events. She explained:
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Figure 4.1
The Garcia family’s closet/makeshift bedroom also stores a broken computer. Photo by
Katynka Z. Martínez, 2006.
Nosotros decidimos sacarles fotos de toda la marcha porque para mí fue un día . . . gracias a
Dios . . . especial. Todos los días son especial. Pero de ver de que si todos de nosotros estamos
apoyandonos va a cambiar todo. Entonces, para mí esos fotos me sirvieron en lo personal para
decir de que si yo apoyo a mi hijo él puede llegar más arriba. Para bien. No para cosas malas.
Pero si yo no lo apoyo, es como . . . está solo. No hay quien lo escucha, quien lo va a ayudar,
quien lo va a apoyar, quien le va a decir, “Sigue adelante.” Entonces esas fotos que saqué con
tanta gente allí me hizo ver que la unión hace la fuerza para cada persona para lograr lo que
queremos para bien. No para mal.
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(We decided to take pictures of the entire march because for me it was a day that
was . . . thank God . . . very special. Every day is special. But to see that if all of us support
each other everything is going to change. So, for me those photos served a personal
purpose because they say that if I support my son he can achieve something higher. For
good. Not for bad things. But if I don’t support him, it’s like . . . he’s alone. There is no
one to listen to him, who will help him, who will support him, who will say, “Continue
moving forward.” So those pictures that I took with so many people there made me see
that unity brings strength and makes it possible for every person to achieve what we
want for good. Not for bad.)
By using the family’s digital camera to collect visual evidence of landlord
neglect and by also taking her kids and the camera to an immigrants’ rights
march, Lydia is demonstrating the multiple ways that this simple device can
be used as a tool of empowerment for the whole family and even for a larger
immigrant community.
Moreover, and as much of the work on domestic space and childhood
reveals (Aries 1962; Clarke 2004; Miller 2001), homes and bedrooms are
not static entities. Just as families upgrade media or shift the ownership of
new media objects among parents and kids, homes also change through
time as children grow older and families disperse. Indeed, going off to
college remains an important landmark. For example, Ben, a participant
in Megan Finn, David Schlossberg, Judd Antin, and Paul Poling’s
“Freshquest” study, described how he shared his first computer, a handme-down from his parents, with his brother in their bedroom after his
parents bought a “new, fancy computer.” Later, he managed to acquire his
own computer. Ben explained:
When my sister moved out and went to college, my half sister, yeah, she went to
college, then I moved into her room. And the computer was, I mean, then there
were three people in different rooms and the computer was going to be in one of
our rooms. And obviously we can see a lot of frictions building up, whose room is,
whose room is it gonna be? Right, [my twin brother] wanted [the computer] in his
room, I wanted [the computer] in my room, and finally my parents caved and just
bought [a] new computer all together.
As Ben suggested, parents often expect siblings to share computers and
bedrooms when they are younger. However, when Ben’s sister moved out
and went to college, Ben and his brother each received their own bedrooms. To resolve the conflict over where to put the shared “kids’ computer,” Ben’s parents decided it was simply easier to buy a new computer
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than mediate between arguing siblings. As this example illustrates, youth
are constantly struggling to gain privacy and autonomy to engage with
media and online communication, and this often plays out in negotiations
over the location and ownership of media in the home.
Mobility and Other Media Spaces
While homes continue to be viewed as the nexus for modern family life,
families are certainly not restricted to the bounded space of the home.
Parents work outside the home, and kids attend school and participate in
after-school and enrichment programs. Young people also hang out at their
friends’ houses. These spaces provide kids with opportunities to use media
not available, and sometimes not allowed, in their own home(s). As
Dominic, a sixteen-year-old from Seattle, explained to danah boyd (Teen
Sociality in Networked Publics) while sitting with two of his friends, “I don’t
play [World of Warcraft], because I don’t have the money for the monthly
fee, but these two do, and I . . . I’ll watch them sometimes when I go over
to their house, and some, maybe, occasionally I’ll play with them.” As
Dominic suggests, many teenagers and kids learn about new media while
hanging out with friends whose parents make different rules about the type
and extent of media their kids can play, watch, or use. With a few exceptions, parents acknowledge that their kids do use and gain access to new
media elsewhere. While they might prefer that their kids follow the same
guidelines they outline at home, typically to not play first-person shooters
or watch sexually explicit movies, they also recognize that what happens
outside their own domestic domain remains largely out of their control.
Moreover, an awareness of the potential social implications of enforcing
these restrictions also play a role in parents’ decisions about the extent to
which they attempt to impose their own rules at other families’ homes.
Young people also take advantage of opportunities to operate under a
different set of rules when they visit family members whom they do not
regularly live with. Andrew, a ten-year-old elementary-school student who
lives in Berkeley, California, told Dan Perkel and Sarita Yardi (Digital PhotoElicitation with Kids):
At our house we only have computer games . . . where you learn stuff. We don’t
have fighting games. . . . The only game that doesn’t have to do with adding or
subtracting or dividing or multiplying or anything that’s really close to math is
called Sim Theme Park, which is where you make a theme park on the computer.
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While games at home are restricted to the computer and the genre of
edutainment (Ito 2007; see also chapter 5), Andrew’s grandmother’s house
is a place where “we get to watch TV, watch movies, play video
games . . . once a month for a weekend. And we just came back from spring
break, ten days with them.” In fact, Andrew’s uncle and grandparents
bought a variety of game systems and games for Andrew and his brother,
Nick, over the past few years, including a GameCube, Super Nintendo,
Nintendo 64, PlayStation, PlayStation 2, Game Boy, Game Boy Color,
Game Boy SP, Game Boy DS, and Sega Dreamcast, as birthday and holiday
gifts. Out of respect for their parents, the boys’ grandparents store all the
games at their home, the only place where the boys can play. In fact, when
their uncle buys games for Andrew and Nick on holidays and birthdays,
he sends them directly to the boys’ grandparents’ house. Andrew and
Nick’s parents may not like the fact that they play games during the visits
to their grandparents’ house, but they also recognize that it is a different
domestic space and therefore out of their control.
In this section, we outline the physical and social contexts that structure
where young people access media, whether that is in the public spaces in
the home, more private spaces such as the bedroom, or in the homes of
friends and extended family. In all these settings, youth may desire autonomy and independence from the rules and regulations of their everyday
home and family life. However, given parents’ concerns about and sense
of responsibility over their children’s lives and activities, most parents do
not grant their sons and daughters full autonomy and control over their
media and communications. Rather, and as we continue to see throughout
this chapter, young people’s attempts to maintain privacy and ownership
over their media usage and the media spaces where their engagement with
new media takes place remain an ongoing struggle in their everyday lives.
Making, Taking, and Sharing Media Time
In addition to structuring the place of media in the space of the home, the
family context also shapes how and when family members spend their
time using new media. The temporal rhythms of the family and the household take a variety of forms, from media engagements that are shared
among family members to the varied ways in which parents regulate how
and what forms of media their children use. As we demonstrate, the rou-
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tines that guide new media use and family life are closely intertwined with
the organization of domestic space.
Spending Time Together
Almost all the families we spoke with explicitly expressed how much they
valued spending time together as a family, although many teenagers noted
that they still preferred to spend time with their friends, boyfriends, and
girlfriends. In Heather Horst’s study “Silicon Valley Families,” parents who
possessed disposable income noted that their family holiday represented
a time to “unplug” from the mediated environment and busy-ness of
everyday life (see Darrah, Freeman, and English-Lueck 2007). However,
even in the families who idealized unplugging, scheduling time to watch
television shows, movies, or videos together also emerged as a time to relax
and take a break from the fast pace of life. Many families came to view
using media as a way to facilitate communication and bonding.
Within some families, games can become the primary vehicle for parents
and kids, and particularly fathers and sons, to connect (see chapter 5).
Miguel, a ten-year-old who lives in the San Francisco Bay Area, described
the relationship with his dad to Dan Perkel and Sarita Yardi (Digital PhotoElicitation with Kids) that developed over playing games. Perkel and Yardi
write in their fieldnotes:
The only time Miguel talked about his father during the interview (his parents were
separated) was in reference to the fact that he and his dad used to play PlayStation
together. He recalled a time some years prior when his dad and older cousins all
played the PlayStation together and teased him for how he used the controller. These
“motivators” seemed to be a powerful, good memory for him.
Miguel explained this to Dan Perkel in their interview:
Dan:
Where did you learn to play all of the games on your PlayStation?
Miguel: Well, my dad, we used to play like every night . . . every Friday
night, Saturday night, Sunday night, whatever.
Dan:
You used to play with your dad?
Miguel: Yeah, and he would invite my cousins to come over and stuff.
We’d borrow games from my uncles.
Dan:
Were they all older than you?
Miguel: Yeah.
Dan:
And did they teach you how to play or did you figure it out for
yourself?
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Heather A. Horst
Miguel: They taught me how to play. Like, I used to . . . you know how
when you play car games the car moves to the side and stuff? I would go
like this with the control [moves arms wildly from side to side simulating
holding a game controller as if he were racing]. So . . . they taught me how
to keep still and look at the screen . . . hand-eye coordination.
Dan:
Hand-eye coordination? Where did you here that term from?
Miguel: TV.
Both: [laugh]
Other families view gaming as a more persistent site of family togetherness
that they move in and out of fluidly (see figure 4.2). Patricia Lange (YouTube
and Video Bloggers) interviewed Akmalla, a twelve-year-old white girl in
Los Angeles, who regularly plays World of Warcraft with her parents.
Patricia: So for weekends you’re pretty much at your computer?
Akmalla: Yeah, weekends I’m at my computer in front of the TV screen
with a couple sodas in front of me. But my mom and dad play World of
Warcraft as well.
Patricia: Oh, do they?
Figure 4.2
Two sisters playing games together. Photo by Heather A. Horst, 2007.
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Akmalla: So we’re usually just sitting in the same exact room on the same
couch playing the same game going, “Oh, what are you doing?” “Oh, that’s
nice.”
Patricia: And so do you play with, like, do you play by fighting your mom
and your dad?
Akmalla: Yeah, we can play alongside each other. We can fight each other.
Patricia: Do you usually fight each other or do you band together and
fight like others?
Akmalla: Well, we try to get in a group to do a quest or something and
we usually end up yelling at each other because it’s just a family thing. It’s
like we’re walking and it’s like, “Where are you?” “We’re on the beach.”
“Which beach?” “This beach.” “What? You ahhh!”
Rather than a forced family gathering (e.g., “family time”), the social
atmosphere as well as her parents’ own interest in and skills playing World
of Warcraft enable the family to be together by participating in an activity
that the entire family now shares as an interest.
Whereas some families spend time together hanging out playing games
or watching television, other families gather around a variety of media to
make websites and videos and edit digital photographs while together. In
these spaces, kids are often given the opportunity to work alongside their
parents (typically their father), and parents continue to support their kids’
interests by buying new media for the next project. In middle-class homes,
such as that of the Millers (see box 4.2), families gather around a variety
of media in effort to learn about and gauge interest, practices that parents
describe as taking an interest in or, in the words of many parents, “staying
involved with” their kids.
In many of the studies in Los Angeles (e.g., Tripp and Herr-Stephenson,
Los Angeles Middle Schools; Martínez, Pico Union Families), kids play an
important role as the technology expert or broker in the family, translating
websites and other forms of information for their parents. Twelve-year-old
Michelle in Lisa Tripp and Becky Herr-Stephenson’s study “Teaching and
Learning with Multimedia” noted what she taught her mother, a single
parent, from El Salvador:
How to send emails, but sometimes, I check it first, because she does it wrong. And
I taught her how to like . . . sometimes, she wants to upload pictures from my
camera, and I show her, but she doesn’t remember, so I have to do it myself. Mostly,
I have to do the picture parts. I like doing the pictures.
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Box 4.2
Heather A. Horst
The Miller Family: A Portrait of a Silicon Valley Family
Heather A. Horst
The Miller family lives in a leafy-green suburb of Silicon Valley in a fourbedroom home with a yard, dog, and basketball hoop at the bottom of the
driveway. Like other middle-class professional parents in this study, Eli and
Miriam Miller work in the technology industry and view themselves as the
producers of software, code, and other systems that fuel the literal and figurative engine of the Silicon Valley economy. This close relationship with technology and the technology industry shapes the ways that families such as the
Millers think about, use, and imagine the possibilities of technology and
digital media.
In the construction of their family identity, the Millers decided to develop
a family website that includes photographs, descriptions of family vacations
(their “trip log”), as well as details about key family events, such as birthday
parties, anniversaries, graduations, and bat and bar mitzvahs for their three
children. The front page of the family website consists of the beaming family
gathered in the water in wet suits around a dolphin after a recent visit to
SeaWorld, Mom and Dad on the left of the dolphin and the three kids gathered
in birth order on the right. Each family member created a funny quote typed
in different-colored ink next to his or her picture—Dad typed “I think I might
be touching something I shouldn’t be” above his head; Iraina wrote, “I have
salt watter in my mouth!!! Can we PLEESE gett this over with?”; and Jonathan
commented, “I feel like a dork in this life jacket.” Originally Eli Miller, who
is a consultant with training and experience in engineering, created and
maintained the site. Each of the kids has his or her own webpage, where
Eli encourages them to express and explore their individual interests,
which include information about the Darfur conflict, the youngest son’s
development of a podcasting site called Reality, and Iraina’s recent trip
to Israel.
Along with creating the family website, the Millers like to mess around
with digital media. Iraina explained the use of new media when they are at
home:
My brother just got a digital video camera for his birthday; it was his big present this
year. And I was like . . . like I was having fun with it. I always thought it’s kind of cooler
in theory because for me I don’t want to actually take the time and sit down and edit
a whole movie because for me that’s just not worth it. I love to come up with the basic
concepts and then give people advice if they do it. . . . But to actually sit down and hear
someone say the same words over and over and over again while you’re trying to get
the right cut would drive me crazy. I heard my dad trying to do it for my grandparents
when we filmed them for their anniversary and we were talking about their wedding.
And it was kind of a little documentary thing. Only we forgot to bring a stand that day
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and my mom let us kids film them. And so my dad was trying to edit it and put pictures
in where it was really bouncy and stuff. . . . It would just drive me crazy because you
have to hear the person say the same words over and over and over again. . . . I don’t
think I would ever be able to do that.
Another thing is Daddy, for his birthday, just got kind of from himself, kind of from
myself—he told everyone he wanted one. He got a professional radio mic [microphone],
so we’ve been playing around with that. And he’s been tampering with it [also for
Jonathan’s podcasting] and you can put the sound through headphones and you can
sing around with your own voice. We were just playing with it before and he got a sound
board and a mic so it’s really cool.
As a family, Iraina and her family’s collaboration strategy involves an
egalitarian-expertise model in their incorporation of digital media. Each
family member—Iraina and her brother, sister, mom, or dad—develops an
interest and, in turn, gets involved in the use and/or process of using the
digital media that he or she enjoys. Other family members, usually their dad,
then tries to develop the technical expertise that will enable everyone to
experiment and play with the media objects. Eli Miller, in particular, sees the
maintenance of this expertise as a way to make sure the kids extend their
knowledge and interests. However, despite the relatively egalitarian ethos of
creating websites and videos, there are times when the development of expertise for the family turns competitive. Jonathan suggested this when discussing
his new podcasting project:
Jonathan: I think with podcasting is one of the first things I kind of gotten
my dad into. He doesn’t actually subscribe to podcast, but he’s thinking about
maybe making his own podcast or thinking of ideas even. So it’s . . .
Heather: You’re the one who influenced?
Jonathan: I’m the one who’s doing it. So it’s kind of a cool thing.
When families work together, the leadership continues to come from
parents, and particularly fathers, at the beginning and end of the collaboration process, sometimes regardless of experience or expertise. But when
talking to kids about the role of their parents in this process, we find that the
kids who engage in these familial collaborations discover that there are opportunities to subvert the normal power dynamics in the family by becoming
particularly good at or interested in a technology or practice. In such families,
the proliferation of new media and technologies in the household provides
kids and parents with a space to explore the possibilities of these tools. Rather
than learning skills for specific educational outcomes, upwardly mobile middle-class families such as the Millers view these tools as contributing to the
wider development of their kids as individuals as well as the construction of
a family identity.
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Similarly, Lisa Tripp talked to a mother named Rita about her motivation
for spending time on the computer with her middle-school-aged son
Andrew. Rita, a single parent in Los Angeles, explained:
Se me hace más para estar cerca de él, estar jugando con él, porque él es un niño muy serio.
De repente es más separado. Es bien tierno, pero es de repente separado. Entonces, a él le
gusta, de repente que yo esté con él. O él me dice: “mami: esto;” o “¿me ayudas a buscar
palabras?” “¿Me ayudas?” Que le dejan muchas letras y le gusta buscar palabras. Y a mí
como me encanta eso, y de rompecabezas también, es la forma de acercarme a él y estar
más cerca con él, y que él me tenga confianza y ganas de estar siempre ahí. . . . Casi siempre
me gusta estar más cerca de él, porque él tiene carácter de repente más explosivo. Y, a veces,
la computadora nos sirve para quedar más en una zona de acuerdo.
(It is to be close to him, to be playing with him, because he is a very serious quiet
kid. He can be very sweet, but tends to hang out by himself. Sometimes he grows
distant. And then, suddenly, he’ll want me to be with him but sometimes he likes
me being with him. Or he might say, “Mommy, look at this,” or, “Would you help
me look for words?” “Would you help me?” Sometimes he gets an assigment to
study several new letters at once. He gets many letters, and he likes looking for
words. And since I like all that, and I also like puzzles, it is a way for me to get closer
to him and be together. It is an opportunity for him to get to trust me, and continue
enjoying being together for him to know that I am always there. . . . In general, I
try to get I have always liked to be close to him because he has a strong temper.
And sometimes the computer helps us get along better.) (Translation by Martin
Lamarque and Lisa Tripp)
As Rita suggested, this give and take surrounding media is a way to
become closer and feel connected; the computer mediates between the
generations.
Whereas watching DVDs together on Sunday evening, helping out on
the computer, or editing recordings of matches or family events structured
many of our participants’ use of media as a family, we also observed the
importance of new media for families separated by vast geographic distances. For example, transnational families take advantage of the possibilities of new media, including cassette tapes, videocassettes, DVDs, and
online media, to intensify their sense of connection and communication,
such as producing videos of graduations, weddings, funerals, and other
events to circulate among family members living abroad (Basch, Schiller,
and Szanton-Blanc 1994; Horst 2006; Panagakos and Horst 2006; Wilding
2006). Among Silicon Valley families with transnational connections, one
of the most popular ways of feeling like a family involved the exchange
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of emails, which were typically written by the mother in the family. Family
websites and online photo albums, including photos shared through public
sites such as Kodak Gallery and Shutterfly, emerged as important spaces
for families to share information and pictures of one another. Families
without regular or reliable Internet connections, such as in the studies of
families in urban Los Angeles, viewed mobile phones and phone cards that
catered to the Central American market as an important communication
medium.
In addition to various forms of personal media sharing, online conversational media are increasingly used by transnational families to communicate. Transnational families with greater economic means also use new
media such as Skype and webcams to enhance their sense of connection
and communication.10 Raj, a freshman who participated in Megan Finn
and colleagues’ “Freshquest” study, noted:
It’s pretty neat to be able to see my brother, my family twelve thousand miles away
over the sea. . . . I just use Skype [Internet telephony software] for the voice capability and my webcam has some inbuilt software. . . . It’s nice to be able to see each
other and talk at the same time.
Voice and vision are often viewed as the ideal modes of communication
because they mitigate the distances in time and space that typically plague
transnational families.
Although the particular expressions of sharing media and knowledge
between parents and kids vary with parents’ own technical expertise, education, gender, time, and command of English, many parents expressed
the desire to create spaces and times for hanging out, messing around, and,
as we see in box 6.2, geeking out with their kids. Much like after-school
programs that attempt to harness the passion for media in the name of
learning, families may also try to leverage media in their everyday interactions. While it is promising that parents and kids can come together
around interest-based practices (see chapters 5, 6, and 7), the gendered
dimensions of spending time together with media—from a kids’ perspective, mothers are often described by kids as “clueless” or “hopeless” outside
the domain of communication technologies and fathers as being the ones
who play or tinker with technology alongside their kids—suggest that new
media continue to contribute to the production and reproduction of class
and gender inequities in American society.
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Routines and Rhythms
Although parents value the potential of new media to bring families
together, they also recognize that young people’s use of new media causes
disruptions to school and family life. Parents attempt to counteract the
possibilities for distraction from activities that they believe are more important by restricting their kids from playing games or going on IM and social
network sites before schoolwork, household chores, and other productive
activities are completed. In addition, they set time limits on media use,
such as thirty minutes or one hour per day. Peter, a thirteen-year-old participant in Matteo Bittanti’s study “Game Play,” explained, “My parents let
me play between four and ten p.m. during the week, but the schedule is
more flexible during weekends.” Twelve-year-old Akmalla notes that her
parents have set controls on World of Warcraft so that she will go to bed.
As she described to Patricia Lange (YouTube and Video Bloggers), “like if
you try to log on after a certain hour when your parents have said no, it’ll
say, ‘You cannot log on because your parents are controlling it.’ ” Such
external control features are used by parents who possess a more sophisticated knowledge of computers.
In some cases, parents prohibit their kids from using new media altogether during the school and workweek, saving weekends for unstructured,
nonproductive play. Nineteen-year-old Torus, who is an Indian-Italian
from the Los Angeles area, discussed with Patricia Lange (YouTube and
Video Bloggers) how his parents structured his time for gaming:
Before I kind of got to college and my senior year of high school, it was pretty much
you play on weekends for just a couple of hours, but you have to study, all the rest
of the time. So, even when we were very young . . . even when I was like eight or
nine, my dad required us to study for two hours before we could play two hours of
games, so it was those kind of . . . it was very clear to us that our parents thought
of it as definitely a reward system, not a privilege, not a right, sort of thing. Like I
could never play during the week and I hardly watched TV during the week, but on
the weekend, I could usually play. Me and my brother would play.
Such routines changed seasonally. Many of the young people we interviewed noted that their parents closely monitored their use of new media
during the school year, but summers and breaks remained relatively
unstructured. Kids report playing games or checking social network sites
up to five or six hours a day during summer breaks and other less structured
times of the year. Many young people value this time because it enables
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them to play games that require more strategy and time investment, what
is described in chapter 5 as recreational gaming.
The time allotted for media use also varies in relation to economic
and other family circumstances, such as divorce or separation (Clark 2004).
In Heather Horst’s study “Silicon Valley Families,” seventeen-year-old
Archibald compared his media ecology at his mother’s house with that at
his father’s house. Archibald spends most of his weekdays living with his
mom and sister in a three-bedroom townhome on the periphery of a
wealthy area of Silicon Valley; Archibald’s mom works two jobs to support
Archibald and his sister’s attendance at a well-respected school. Archibald’s
father, a doctor who lives about two hours away, pays for train tickets for
Archibald and his sister to visit him each weekend. They spend part of
their summers with their father, at least when Archibald is not busy with
soccer and volunteer activities in Latin America. Archibald described his
media environment at his dad’s house as well equipped with the latest
computers, software, and other media, but his access is restricted since his
dad always wants to spend time with Archibald and his sister during their
limited time together. By contrast, at his mom’s house, Archibald’s media
environment is more limited, but Archibald and his sister possess relatively
unfettered access to the computer and other media because of his mother’s
busy work schedule. While the two media environments provide opportunities for accessing different media, the kids must also navigate two different series of time restrictions and rules.
One of the most striking aspects of the role of new media and technology
in the home is that mothers bear most of the responsibility for upholding
the morality of the family, especially in nuclear and extended families. In
her study of American families, Hochschild (2003) notes that since the
1970s women carry out most of the care work within the family, a practice
she terms “the second shift.” Where the integration of new media and
technology into the home is concerned, mothers tend to be the parent who
maintains the temporal rhythms of the household, structuring what kids
should be doing with their time, when kids should and should not be
watching television, playing games, and going online. The exception to
this rule is in single-parent families where the father is the primary caretaker
and, to a lesser extent, in places such as Silicon Valley, where fathers are
familiar and reasonably fond of these tools. For example, kids note that
their fathers tend to be much more lenient about games, and in some cases,
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spend time with their sons and daughters messing around with new media.
As Heather Horst discusses in box 4.2, some fathers become heavily invested
in their kids’ interests, such as music making and podcasting, expressing
their support by buying accessories for these activities. Yet, much like the
liberal fathers Hochschild describes in her study, fathers tend to restrict
their control to the technological capacities of their home computer networks and tools, leaving mothers to be the enforcers of the family rules and
regulations. Java, a twelve-year-old white middle-school student who lives
in one of the wealthier areas of rural California, described to Christo Sims
(Rural and Urban Youth) who is in charge of restricting new media: “My
mom. Most of the time my mom comes up with the rules.” By contrast,
Java depicts her dad as a person who is into music and technology:
Well, we’re basically allowed . . . that’s actually my dad’s thing. The music and the
computers are his thing. But if they don’t know the artist, the person, the CD is,
then they like to listen to a few songs or they’ll ask people, different people, about
it before they let us buy it. But normally the mix CDs are fine. . . . Well, ‘cause my
dad’s more into the technology and stuff. And he . . . well, he works with computers
obviously so he’s more into that.
In some instances fathers join forces with their kids to actively subvert
the mother’s rules. Kim, a participant in Megan Finn and colleagues’
“Freshquest” study, described how her father bought games for her behind
her mother’s back:
My dad. And every time he went to Costco, he’d surprise me with just a little game
without my mom knowing. My mom would get so pissed that he waste[d] money
on that. “Ooh, a game.” So I’d go ahead and play. After a while I think he hit upon
a couple that really got me into gaming. Either it was Warcraft or something else.
So he got me really into gaming and then I forced my parents to buy me a game
afterwards. Like every day, I’d be, “Can we go to Computer City? Can we go [to]
Electronic Boutique in the mall?”
The relatively playful nature of dads’ engagements with media in domestic
settings often results in negative characterizations of moms either as
nagging enforcers or “hopeless,” as a twenty-five-year-old AMV creator
described his mother’s technical skills to Mizuko Ito (Anime Fans). One
Los Angeles mother named Anita (Tripp and Herr-Stephenson, Los Angeles
Middle Schools) explained:
Pues . . . como le digo yo . . . casi no conozco la computadora; yo no sé usarla . . . casi yo
no conozco. . . . O sea, entonces, por eso me preocupo; porque como yo a veces no sé lo que
están haciendo.
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(Like I said, I barely know the computer. I don’t know how to use it. I don’t know
it. So, that is why I am worried, because sometimes I don’t even know what they
are doing.) (Translation by Lisa Tripp)
Although parents, particularly mothers, feel responsible for monitoring
and regulating their kids’ media engagements, they are often hampered
in their efforts by their children’s resistance to control, their own lack of
technical expertise, and the subversion of their rules by other family
members.
Growing Up
The rules and boundaries surrounding new media typically begin to change
as kids grow up and develop judgment, “a process of critical evaluation
that develops as one matures, with help from parents” (Alters 2004, 114).
As Liz’s mother explained to C. J. Pascoe (Living Digital):
She’s going to be seventeen. She’s going to graduate next year. I think she needs to
be responsible. . . . Her dad would have it differently, but since I’m in control, and
they’re lucky that I am because I pretty much . . . I just look at them more as adults.
They can figure things out. They’re not doing anything against the law. They’re
home. She’s a great student. You know?
While there is a sense of a loosening of control tied to allowing teenagers
to exercise their own judgment, it is clear that parents expect their teenagers to know and, to some degree, internalize their parents’ values. In the
case of games, parents typically allow kids to engage with different gaming
genres depending on how capable they think their children are in making
these judgments. Somewhere between the ages of five and eight, kids
(typically boys) tend to shift away from the edutainment genres of Leapster
and other desktop computer games and upgrade to the Nintendo DS
or PSP, a transition that tends to occur when the family plans a lengthier
car or plane journey (see box 7.2). A few years later, in the kids’ preteen
and early teen years, middle-class parents “give in” (as kids describe it),
or determine that their kids are mature enough to exercise judgment (see
Alters 2004; Clarke 2004). As thirteen-year-old white teenager named
Peter discussed with Matteo Bittanti (Game Play), “I was not allowed to
play Grand Theft Auto when I was eleven because my parents felt that the
content was inappropriate for me.” As Peter suggested, violence and violent
video games remain a particularly important preoccupation, especially
first-person shooters (see box 5.2). Another gamer, twenty-two-year-old
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Earendil, reflected upon his parents’ boundaries concerning violent
genres of video games with Mizuko Ito (Anime Fans): “Ah! But when
we all hit about thirteen years old, mom didn’t worry about whether we
could distinguish fantasy violence with real violence and allowed more
computer use!”
As has been well established in the literature on youth and mobile
phones (Baron 2008; Goggin 2006; Horst and Miller 2006; Ito, Okabe, and
Matsuda 2005; Katz 2006; Ling 2004, 2008; Matsuda 2005; Miyaki 2005),
giving kids possession of a mobile phone also involves a determination of
kids’ judgment. As a general rule, few elementary-school students owned
mobile phones and there was a general sentiment among parents that
they should avoid buying a mobile phone for children while they are in
elementary school. An exception to this rule was single parents and working-class parents who buy their kids phones in the interest of safety, since
they tend to navigate independence at an earlier age (Chin 2001; Lareau
2003). Families who could not afford the cost of after-school and other
enrichment programs also felt compelled to give their children mobile
phones, or access to a mobile phone, while they were away from home.
As CrazyMonkey, a fourteen-year-old white middle school student who
lives in a single-parent household in Silicon Valley (Horst, Silicon Valley
Families), recounted, “I’ve had a cell phone since fourth grade because I
had to start figuring out my rides home . . . to and from school . . . well,
just from school to home almost on a daily basis, and so my mom wanted
to be able to reach me easily.” But rather than owning the swanky new
mobile device desired by most teenagers, CrazyMonkey had a thick, black
phone that she used as her mobile to arrange for rides and check in with
her mom, who could not be physically present to take her from point to
point. In such cases, the mobile phone becomes a safety gap when kids
take the train or bus or walk to and from school, work, or home.
In middle-class families, the decision to give kids a mobile phone typically occurs during middle or high school as teens start to invest more time
in their peer worlds. As Jennifer, a white seventeen-year-old in Lawrence,
Kansas, recounts to danah boyd (Teen Sociality in Networked Publics),
“ ‘Cause junior high you start, you do more stuff, your parents let you do
more stuff so they were like, well, we’re not gonna know where you’re at
all the time, so you should have a phone just in case something happens,
so their reasoning was.” Kids in middle-class families tend to acquire
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mobile phones when they are deemed old enough or responsible enough
to take on the responsibility of using or owning a phone. Parents also
provide their kids with mobile phones when they obtain a driver’s license
or a car, in the interest of safety should they run out of gas or have car
trouble. Jordan, a biracial Mexican-American fifteen-year-old in Austin,
Texas, recalled (boyd, Teen Sociality in Networked Publics):
Well, I got my first phone in seventh grade so looking back, it might have been too
early, but it’s important now. Like starting driving, like you go out a lot more, and
I think my parents feel better that I have one. Also, so I can call them at any time
and if I need them, we’re connected.
In these cases, the mobile phone represents a symbol of freedom, one that
is used by kids to justify movement outside the home and outside the
purview of their parents; when they want to go somewhere, they remind
their parents that they will call and check in to let them know they are
safe and parents provide their kids with the phone and freedom as an
opportunity to exercise judgment.
However, it is also clear that kids do fail to exercise judgment and, when
major indiscretions occur, parents place temporary restrictions on computer access, gaming, and other new media as a form of punishment. A
white sixteen-year-old named Liz and her mom discussed with C. J. Pascoe
why she was grounded from instant messaging (IM) (Living Digital):
Liz’s mom: Well, what happened with the IMing thing is that the kids
have a tendency to type things in that they normally would not verbalize
to anyone. And it can get pretty vulgar and disrespectful within themselves.
And it got to that point, of arguments and things happening in that aspect.
So we took it away because we saw the vulgarity coming out and didn’t
like it. It shouldn’t happen. We took it away. And then she lost interest,
obviously.
Liz:
No, I got it back. And then I was like, okay, I have to have it because
I haven’t had it in a long time. But then I started losing interest.
For Liz and her mother, being grounded was recognition of Liz’s lack of
judgment, her failure to meet the behavior expectations that her mother
had for someone Liz’s age. As Liz’s mother noted, the secondary effect of
being grounded helped Liz lose interest in instant messaging, a process
that Liz’s mother attributes to growing up. In the following section, we
focus more explicitly on the negotiation of rules between kids and parents.
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Making, Breaking, and Bending the Rules
As we have outlined, parents use space and time to help guide their kids’
use of new media at home. Throughout many of our interviews, parents
readily articulated the various rules they attempted to establish as well as
how these rules reflected their beliefs about new media. Kids, by contrast,
often claimed to forget rules, or stated that their parents made rules but
that they were either open to negotiation or not regularly enforced. Hood
et al. (2004) found in their Colorado-based study that the family discourse
surrounding new media reflected the parents’ intentions rather than actual
practices. Rather than defining this discourse as failure or irony, Alters
(2004) argues that rules are “part of the family’s project of building and
maintaining a family identity” (128) and, for this reason, parents become
invested in the rules and the importance of having rules, although they
acknowledge that breaking and bending the rules regularly occurs. These
“media transgressions,” or points at which the normal, discursive rules are
bent, were pervasive among all families who struggled to uphold their
own rules on a daily basis (Alters and Clark 2004a; Clark 2004). In this
section, we focus on young people’s engagements with mobile phones
and online spaces, with particular attention to the ways in which parents
and kids make, break, and bend the rules.
Plans, Minutes, and Cards
The decision to give a son or daughter a mobile phone is often motivated by
the desire to maintain a sense of control over kids’ movements and activities.
While parents value the leash function of mobile phones, they also struggle
with the day-to-day management of their kids’ phone use. Typically, parents
of younger kids attempt to restrict the number and types of people entered
into their kids’ phones. Indeed, companies such as LG, which makes the
Migo, and Firefly Communications, which sells the Firefly mobile phone,
have attempted to capitalize on parents’ desires in their design and marketing of a phone that restricts calls to a small number of people or places (in
these phones “Home” is marked as the most important number in the
phones). Other parents try to control the extent to which their kids make
calls on the mobile phone by providing the phone on a need-to-use basis,
such as buying a “kids’ phone” to be shared among siblings. This often
results in conflicts, particularly if one sibling decides to assume ownership
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of the phone. A seventeen-year-old Mexican-American named Federico
recounted the trials of sharing a phone with his sister to Dan Perkel (MySpace
Profile Production): “Because my parents can’t afford to pay too much
money, so we have to share a phone most of the time. So she’s pretty hoggy
about the phone, so if I get a text message or a phone call she’ll be like . . . oh,
I don’t know that person. Delete.” Depending on the economic situation in
the family, the shared-phone strategy works for only a year or two before the
parents give in and buy each child his or her own phone.
By far the most effective form of parental control emerges through the
selection of mobile phone plans. In many cases, parents regulate their kids’
use of the phone by limiting the number of calls they can make. Nini,
a thirteen-year-old Latina in Christo Sims’s study of teenagers in
Brooklyn, New York (Rural and Urban Youth), reflected upon her use of
the mobile phone:
To call my mother, to call my father, or other important people like my grandmother
to tell her to come pick me up if I need to come . . . leave out of school early, or
whatever. Then I had a phone . . . like my father . . . I lost the one when I was seven,
so my father didn’t let me get one until I was ten, and then he gave me another
one that he uses it, so I used it to call my mother. Like I only had certain friends’
number, but my father says to not use my minutes, ‘cause I have prepay, so he said
not to use it, just put the number in if anything . . . so I always had their number
in my phone. Then I lost that one, and then my father gave me one last year. I
call . . . I put all my family numbers in, and then he let me put certain friends in
that I really hang out with, and I could call them, but he says to make it fast so
then all my minutes don’t run out, and then I just got a new one because the old
one . . . it got messed up, like the memory was all blurry, or whatever, so he bought
me a new one.
As Nini suggests, her father imagined that the preprogrammed and prepaid
phone card minutes would encourage Nini to preserve the minutes, facilitating her ability to use the phone for what he perceived to be essential
calls to family. As with many other parents, over time Nini’s father began
to make exceptions to the rule, allowing certain friends’ names and
numbers to be entered into the phone.
Parents’ attempts to shape kids’ phone usage therefore involves a
range of strategies, such as buying basic phones that come with a family
plan and avoiding upgrading features, such as multimedia messaging
service (MMS) or short messaging service (SMS). Middle-class families take
advantage of their reliable credit history and the ease of paying bills by
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enrolling in family plans for their cell phones, which allow two or more
phone subscribers to share a finite pool of minutes that are are billed to a
single person or address. Family plans usually include phones for three to
five family members and offer cheaper rates for calls within the networks
and, in the United States, typically require a two-year commitment with
companies such as AT&T, Verizon, Sprint, T-Mobile, and others. Many kids
complained about their parents’ selection of phones or plans without the
latest or desired features. However, within the family plan model, parents
effectively acknowledge that at least some amount of time will be used
talking to friends. While there are other negatives for kids, such as parents’
having access to the times, dates, and numbers that kids call, family plans
make it easier and cheaper to keep in touch with family (and others on
the same network) and it also guarantees that their kids will be able to call
should they find themselves in difficulty.
One interesting implication of the different plans is that kids on family
plans tend to have less awareness of how these plans work, or what a call
or text message costs, unless their parents make them pay for certain features, such as SMS. In fact, many teens do not generally know what their
parents pay each month or what the different mobile-phone plans offer
until they “go over.” Gabbie, a seventeen-year-old Chinese girl living in a
middle-class suburb in the San Francisco Bay Area, described her experience
of “going over” to C. J. Pascoe (Living Digital):
Gabbie: I have, actually. On text messages. Because we don’t have that
plan. And then my mom is like, “Why are we over two dollars this month?”
And I was like, “Because I was text messaging.”
C.J.: But only like two dollars. I’ve heard stories of like eight hundred or
nine hundred dollars.
Gabbie: I think I’ve gone over fifty dollars once. And then that didn’t go
over very well.
C.J.: Did they make you pay for it?
Gabbie: No. They just got mad for a couple of days. After that they were
fine [breathy giggle].
By contrast, many of the kids who lived in urban New York were aware
of and adept with the various plans and possibilities of mobile phones.
Dana, a Latina fourteen-year-old in Brooklyn, discussed with Christo Sims
(Rural and Urban Youth) the way she tries to balance her mother’s selection of a mobile-phone plan with her relationship with her boyfriend.
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Dana: Yeah, but you . . . like when I first . . . uh-huh, when I started talkin’
to ‘im, when I started with my man, I was like, “You got Sprint, right?”
[laughter] ‘Cause I got worried, because then I’m the one that gets in
trouble because I don’t work, you know, and I gotta be careful with my
mom, and text messages . . . they be like fifteen cents per message, and
when my mom finds out that the bill is more, I’ll be like, “I don’t know,
it’s probably because my phone is modern,” and that’s my lie because my
man’ll be like, “Well, I miss ya,” and I’m like, “Yo, stop text messaging me,
‘cause they charge,” and then he’ll keep on, but . . .
Christo: So you don’t have a text-messaging plan?
Dana:
Nah.
Christo: Who . . . your boyfriend will text message you?
Dana:
Yeah, all the time, and my mom will . . . he always sends me
pictures, too, and my mom she’ll be killin’ me. Like she don’t know it yet,
but I told her that, “Oh,” I lied, “Oh, I was talkin’ to my friend from
Georgia, and she sent me a text message and I had to write back to her.”
“All right, don’t do it again,” so I haven’t been using text messages.
This situation differs dramatically from that of low-income and workingclass kids such as Elena, a sixteen-year-old of Armenian descent, who is
not on her parent’s family plan and therefore must maintain a continuous
cycle of credit on her own. Elena clarified her situation to C. J. Pascoe
(Living Digital):
We are all independent kind of thing because we don’t have jobs kind of thing. My
sister has a job. And we won’t be able to afford if there’s a plan kind of thing. But
my mom and my dad have a plan. But all the kids, like me, my sister, and my
brother, have pay-as-you-go cell phones.
When she ran out of money, her phone number could not be renewed
and she lost the number. After losing her phone, which in many lowincome families can be akin to losing one’s identity (see Horst and Miller
2006), Elena started negotiating with her brother to buy his old mobile
phone. In contrast to kids in middle-class families, working-class and
low-income kids such as Elena are often acutely aware of the cost of calls
(Chin 2001).
Alongside controlling and managing costs, owning a phone gives kids
and parents more freedom to control how and when they use their phones
and their private communication. One mother named Geena in Silicon
Valley mentioned that she bought a keyboard-enabled phone on which
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she has learned to “type.” Now that she uses SMS to communicate with
her son, she thinks it is easier to keep abreast of her son’s activities and
movements throughout the day when she just wants to know where he is
and if he is all right. She believes that the increase in communication
actually improved their relationship. Geena also discovered that texting
over SMS makes it easier to parent her son. As she described it, texting
“takes the emotion out of” the moments when she is checking on her son’s
whereabouts or telling him to come home when he is out too late or
somewhere she doesn’t think he should be (Horst, Silicon Valley Families).
By contrast, voice conversations typically lead to arguments because she
can “hear” the tension in her son’s voice or potentially distracting sounds
on the other end of the phone. Indeed, many teens acknowledged that if
their parents called when they were out late, they would answer but “I
make excuses. I’m like, ‘I’m at my friend Cathy’s house and they really like
Cathy’ so they go with that [giggle]” (boyd, Teen Sociality in Networked
Publics). Hearing the excuse is something Geena thinks she can avoid, or
at least circumvent, via texting.
Going Online: Bandwidth, Passwords, and Privacy
Parents, guardians, and other significant adults in kids’ lives spend a great
deal of time managing their kids’ opportunities to go online at home. At
the lowest income levels, such as in urban Los Angeles, the lack of access
to computers and online spaces at home, as well as the public nature of
domestic life, often mitigated the issues of privacy that were available to
people in better economic circumstances. Many low-income families we
interviewed did not have a working computer or Internet connection in
the home. In cases where computers and the basic infrastructure were
present, connection speed remained a central issue. For example, Lou, a
sixteen-year-old white student who lives with his grandfather and aunt in
a suburb on the fringe of an upper-middle-class area in the San Francisco
Bay Area, felt frustrated by his family, who refused to upgrade their dial-up
connection. Lou described his Internet connection as “not even fifty-six;
it’s thirty-two on a good day,” and he perceives his inability to obtain a
quality connection at home as a severe restriction on his social life (Pascoe,
Living Digital).
While in Lou’s case the slow connection speed reflects apathy or lack of
appreciation for the importance of going online for many teens, in other
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families the lack of high-quality infrastructure is intentional. Mic, a fifteenyear-old of Egyptian descent in Los Angeles, noted that his parents will
not allow him to have the Internet at home: “I don’t really have access to
the Internet at home because my dad always hears bad things happening
on MySpace and he doesn’t think I’m mature enough to get the Internet
at this point” (boyd, Teen Sociality in Networked Publics). The media
access of one of Lisa Tripp’s interviewees is restricted for similar reasons;
she reported that her mother will allow her online only if she is in the
same room, and that her mother often hides or takes the ethernet cable
and modem with her when she leaves the house (Tripp and HerrStephenson, Los Angeles Middle Schools). In their “Teaching and Learning
with Multimedia” study, parents consistently expressed concern about
child predators’ using sites such as MySpace to find kids.
Whereas concerns over child predators preoccupied some parents, others
struggled with the Internet’s ability to distract kids from the main work of
childhood: education. Juan, a working-class Mexican immigrant supporting his two daughters as a single parent, described this dilemma:
No, no. Hay que tener Internet pero quitar esos programas. Porque muchos los quitaron,
¿verdad? Porque si no ya no se van a dedicar al estudio sino a lo demás.
(No, no. It is okay to have Internet, but you have to remove those programs [pornography and MySpace]. Many parents have removed them, right? Otherwise kids
won’t study, and are only going to be doing that.) (Translation by Lisa Tripp)
As Juan suggested, many parents feel compelled to be very strict about
websites that are oriented to entertainment or communication with friends.
Juan, and other parents like him, feels it is important to send a clear
message to his kids about the value of the computer for education. Anita,
a Mexican immigrant in a working-class family in Los Angeles, talked to
Lisa Tripp about how she routinely argues with her thirteen-year-old
daughter Nina about going online (Tripp and Herr-Stephenson, Los Angeles
Middle Schools 2006).
Anita:
[Mi hija] se pone en la computadora y le digo que la computadora es
para hacer tarea, no es para estar buscando cosas en la computadora. Y a veces
[mis hijas] se me enojan por eso. Y les digo: “No, la computadora yo se las tengo
para que hagan tarea.” A veces les pregunto: “¿tienen tarea?” O: “estás haciendo
tarea.” Pero a veces tengo que estar lista a ver qué es lo que están haciendo.
Se meten a la Internet y tantas cosas que sale salen ahí. Y se ponen a mirar
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sus amigas y eso. . . . Entonces, es lo que no le gusta a ella que yo le diga:
“¿sabes qué? La computadora no es para que andes buscando; es para lo de
la escuela.”
([My daughter] sits in front of the computer and I tell her that the computer
is for doing homework, not for looking around. And sometimes [my
daughters] get mad at me because of that. And then I say, “I got this
computer so you could do your homework.” Sometimes I ask, “Do you
have homework?” Or, “Are you actually doing your homework.” ?” I have
to keep a close eye on them to see what is going on. They get on the
Internet, and with so many things there. They look for their girlfriends
and all. . . . They don’t like me saying, “You know what? The computer is
not for you to be looking around. It is for schoolwork.”)
Lisa:
¿Qué es lo que más le preocupa a usted acerca de la Internet y sus
hijas?
(What is your main concern with the Internet and your daughters?)
Anita:
Lo que me preocupa . . . ya ve . . . es que salen muchas cosas ahí que se
meten con niños, y a veces platican con ellos, y a veces no saben ni qué gente
es. Es lo que me preocupa, porque digo “no.” Y a ver qué es lo que están mirando
ellos y uno tiene que estar siempre listo con ellos. A veces estoy que les quiero
quitar la Internet, pero a veces me dice él: “por su tarea está bien. Porque después
van a andar que ‘me voy a hacer tarea,’ ‘que no tengo computadora,’ ‘que no
tengo esto.’ ” Pero es por lo que más peleo ahorita con ellos.
(My main concern is . . . you see . . . you hear all the time that people try
to reach kids and talk to them. Sometimes [kids] don’t even know who
they are talking to. That is my concern. That is why I say, “No.” I need to.
And I keep an eye on what they are looking at. One always has to stay
alert. I always need to be attentive. Sometimes I feel like canceling the
Internet, but my husband says, “It is good to keep it because of their
homework. You don’t want them saying ‘I need to go somewhere else to
do my homework,’ or ‘I don’t have a computer,’ or ‘I don’t have this.’” But
this is mostly what I fight about with them these days.) (Translation by
Martin Lamarque and Lisa Tripp)
Given the economic burdens that they take on to obtain a computer in
the first place, many parents in low-income households and in workingclass homes believe that the primary purpose of a computer and the
Internet should be educational pursuits, such as homework.
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While parents may be in control of basic access, once young people
go online kids assume much of the responsibility for structuring their
online worlds. In much the same way that teenagers now hang out
with their friends at the local Starbucks, the parking lot at In-N-Out
(a popular fast-food restaurant in California), and the mall, kids define
social network sites, online journals, and other online spaces as friend
and peer spaces; adult participation in these spaces is problematic or
“creepy.” With the ability to control who can and cannot view one’s
profile or page with passwords, nicknames, and other tools, kids use new
media to facilitate and reinforce the segmentation of their peer-driven
worlds and their familial worlds (see chapters 2 and 3). Fourteen-year-old
Leigh, a white teenager living in Cedar Rapids, Iowa, said, “My mom
found my Xanga and she would check it every single day. I’m like, ‘Uh.’
I didn’t like that ‘cause it’s invasion of privacy; I don’t like people invading
my privacy, so.” When asked why Leigh does not want her mom to
read her Xanga, Leigh responded, “I don’t know, ‘cause I just put stuff on
there that maybe I don’t want her to know” (boyd, Teen Sociality in
Networked Publics).
The expressions of tensions surrounding going online varied across
socioeconomic class, geographic location, and even religious background.
As Christo Sims discusses in box 4.3, many rural kids who are homeschooled connect to their friends in front of their parents using sites such
as Bebo. Parents in middle- and upper-middle-class families varied from
parents who completely restricted their kids from going on MySpace
because of the fear of, if not panic over, child predators to those who saw
new media as a space to mess around and learn. Many of the parents in
the latter category religiously followed the advice of parenting organizations to navigate the changing media ecology. These parents typically
monitored and regulated their kids through the placement of computers
and laptops in the home. Although there are a range of sites, these organizations tend to offer rules and guidelines (e.g., no more than one hour
of television per day) for families to adopt. Other parents tried to educate
their kids about the dangers of digital personhood. For instance, by the
time many of the kids in Silicon Valley were in high school, their college
applications loomed large (Horst, Silicon Valley Families). In the competitive academic environment that constitutes this particular region, many
parents, teachers, and guidance counselors had successfully convinced
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Heather A. Horst
students that a “bad” profile on MySpace or another site represented a
potential threat to their record, and that this could be the difference
between Stanford, Berkeley, or one of the private Claremont colleges and
a less prestigious California State University school. Still other parents
emphasized independence, discipline, and the need for instilling judgment. Although their particular practices differed, many of the Silicon
Valley parents were quite comfortable with the role of technology in their
own lives and, therefore, did not fear it in the same way as those who did
not or could not use computers, mobile phones, and other new media. By
contrast, many of the parents who were strict or overtly tried to ban their
kids from going online often acknowledged that their own lack of familiarity with computers contributed to their anxieties.
Box 4.3
The Milvert Family: A Portrait of Rural California
Christo Sims
At first glance, Lynn Milvert’s use of digital media seems to resemble the
image of the wired white fifteen-year-old so often portrayed in popular
culture. She spends hours each day in her music-filled bedroom, sitting in
front of a computer and effortlessly switching between a social network site,
multiple instant messaging applications, and even a little homework. At this
level of detail her routine seems quite similar to those enacted by teenagers
featured in Heather Horst’s study “Coming of Age in Silicon Valley,” C. J.
Pascoe’s study of suburban northern California teenagers (Living Digital), and
many of danah boyd’s teenage participants from various urban and suburban
contexts (Teen Sociality in Networked Publics). What makes Lynn’s case
unique, however, is that she lives in a remote region of the upper foothills
of California’s Sierra Nevada range. And while on its surface her use of technology looks similar to that of many other youth, both the local geography
and her family’s unique relations to the local community—its schools, its
churches, and its politics—shape the particularities of her practices with new
media in quite distinct ways.
Lynn lives at the end of a meandering driveway, which branches from a
single-lane private road, which, in turn, forks from a quiet two-lane county
road. Homes are few and far between in this high region of the Sierra Nevada
foothills. Lynn lives in a single-story three-bedroom house with her father,
mother, and seventeen-year-old brother, Nate. Lynn’s father grew up a quick
walk down the road from where they live now. He built their current house
on a part of what used to be a family ranch. Lynn’s grandma, aunt, uncle,
and cousins all live within walking distance. This geographic closeness affords
frequent family-centered social time for Lynn. At least once a week Lynn’s
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family tries to have meals with members of the extended family. Almost daily
Lynn walks down to her grandmother’s house to watch satellite TV. During
the summer, she babysits her infant cousin between roughly 9:00 a.m. and
5:00 p.m. four days a week.
While most local kids attend the regional public schools, Lynn has been
homeschooled since sixth grade, largely with a group of other kids from her
church. Lynn’s particular form of homeschooling is not conducted alone,
with a parent as the tutor, but instead with a group of roughly twenty kids
who share a tutor and even attend class together for three hours three times
a week. Lynn’s class consists of both boys and girls, ranging in age from twelve
to twenty-two. She considers everyone to be friends with everyone else’s
friends and few people have joined or left the group since Lynn was a young
child. As Lynn put it, “Most of us have known each other all our lives.”
Her family’s participation in the local First Baptist church reinforces the
group’s durable composition. While the homeschool program is administered
by a separate organization, many kids in her school program also belong to
the church. The church, in turn, sponsors opportunities beyond school for
the homeschooled youth to get together in social settings. Every Friday the
church youth group organizes a social event. Out-of-town trips are planned
for roughly one weekend a month. And every Sunday afternoon the youth
group holds its own session after the regular service.
At the time I visited her, Lynn’s engagement with new media usually took
place at home, in her room, with the door open. The computer that she and
Nate share—her mom, who works from home, has her own laptop—sits on
a desk with its back pressed against the wall directly across from where the
bedroom door opens to the hall (see figure 4.3). Lynn’s parents moved it from
Nate’s room after he got in trouble. Most of Lynn’s practices with digital
media align with her participation in, and the relations between, family,
school, and church. As with many teenagers, her favorite digital technology
is a social network site. But unlike most teenagers who attend the regional
high school “down the hill,” she chose Bebo instead of MySpace or Facebook.
She perceives it as safer. And unlike some teenagers who participated in
various studies for the Digital Youth Project, she doesn’t use social network
sites and instant messaging to build new relationships at school or to maintain weak ties across expansive networks. Instead, she uses them to participate
in her existing peer group. Her friends on Bebo match her densely interconnected friends from homeschool and church almost exactly.
Contrasting with the dense composition of Lynn’s social network is the
geographical dispersion of homes in her neighborhood. Being an “up-thehill” family means much greater distance between homes; in most cases, it
is not possible to walk or bike to the house of a friend. This is particularly
true in the snowy winters. Without a driver’s license, Lynn’s collocated social
activity with peers either requires routine, formalized group activities—such
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Figure 4.3
Lynn’s bedroom with the computer she shares with her brother. Photo by Christo Sims,
2006.
as school sessions, sports practice, work, and church—or convincing a parent,
or other older person, to transport them to a common location. In both
scenarios, spontaneous collocated peer gatherings are difficult to achieve.
These constraints on her mobility lead Lynn to spend a good deal of time
at home. As a social space largely defined by her parents, home has been a
place for family, schoolwork, and, occasionally, planned socializing with
friends. On the Internet, Lynn finds ways to redefine the social possibilities
of time spent in the home, beyond family, beyond working alone, beyond
planned sociability, and toward unplanned peer-based socializing. Yet this
technological reach out of the home is not directed toward the distant, unfamiliar, and global world of the Internet; it is not even directed toward most
of the other teenagers who pepper the local rural landscape. Rather, it hones
toward the small, and well-established, group of friends from her homeschool
and church. This dense group places each individual member in a uniquely
central position, a position that contrasts with the geographic dispersion of
their homes and neighborhoods, a position in relief with the group’s marginal
relation to the teenagers who attend the public high school down the hill. It
is an inversion of geographic and social isolation, a counterpoint to their
perception of living “in the middle of nowhere.”
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As with locked diaries and closed doors, some parents admitted they
simply could not resist the temptation to see for themselves what sites such
as MySpace and Facebook are all about by sneaking around online behind
their kids’ backs. For example, Amy, a biracial (black and white) sixteenyear old in Seattle, described to danah boyd her mom’s efforts to see what
was on her MySpace account (Teen Sociality in Networked Publics): “My
mom made [a MySpace], just so she could look at my page, so I made it
private, and I won’t let her on there.” James, a biracial (white and Native
American) seventeen-year-old in Seattle, noted:
[Mine’s private] just because of the fact that my dad made a MySpace, and there’s
things on there that I probably don’t want my parents to see, so I set mine as private,
so someone has to request me as a Friend before they can actually look at my profile.
(boyd, Teen Sociality in Networked Publics)
Other parents waited until problems emerged. Gameboy, a white sixteenyear-old who participated in Heather Horst’s study “Silicon Valley Families,”
was caught smoking pot. After Gameboy’s parents found out, his dad sat
down with Gameboy and went through his MySpace page to identify “the
stoners,” which his father claimed to identify through the pictures and
images posted on Gameboy’s friends’ profiles, their music preferences (e.g.,
heavy metal), and comments on their profiles about drugs and drinking.
After examining their MySpace profiles, his dad then proceeded to closely
monitor Gameboy to see if he “got high” after he returned home from
hanging out with the stoners.
Many kids reference similar “horror stories” of parents’ breaking into
their sites, pages, and profiles, acts that teenagers view as invasive and
embarrassing. In some cases, parents’ transgressions into their kids’ media
worlds are humiliating. For example, fifteen-year-old Traviesa, a Hispanic
girl in Santa Monica, California, described her own horror story to danah
boyd (Teen Sociality in Networked Publics):
My mom, she found out [my password] one time. I was like, “Oh, shit.” And then
she wrote, “Oh, I’m sorry to everybody that’s on here but my daughter is fourteen
years old,” or she didn’t even know my age, I was fifteen at the time; she was like
I’m fourteen. She was like, “Oh, yeah, she’s fourteen years old and she doesn’t need
to be talking to all you old people and this and that, and she’s not going to have
MySpace anymore so bye.” And then she wrote that on the About Me section and
I read it. I was, “what is this? Oh my God, how retarded.” I think it’s funny, though.
Parents are stupid. I don’t know, most of the time they do it for our well-being, but
sometimes they just don’t know what they’re doing. It’s really sad.
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As Traviesa acknowledged, most of these parental acts are motivated by
the protection of kids’ “well-being” rather than harassment for the sake of
harassment. However, kids view these acts as a violation of trust, much
like parents’ listening in on their conversations or coming into their bedrooms without knocking. They also see these online invasions as ill
informed and lacking in basic social propriety. A small number of teens
do share with one another what they do when they go online, such as
seventeen-year-old Anindita, who told danah boyd that “[My mom] goes
on [my MySpace] all the time. I even show it to her. She knows my password. I really don’t care ‘cause I’m not hiding anything” (Teen Sociality
in Networked Publics). Yet, most families admitted that the issues of
privacy and control were contentious. Teens noted that they tried not to
do anything wrong, but they wanted to maintain their privacy and autonomy and felt that they possessed the skills to judge their own actions and
behavior when using new media.
Conclusion
Throughout this project, we carried out research in a range of homes and
communities across urban, suburban, and rural locations, revealing the
ways in which the institution of the family remains a powerfully determining force in young people’s new media practices. Resisting the urge to
classify or evaluate families in terms of language such as “divides” and
“gaps,” we chronicle parental attitudes toward new media and technology
as well as a broader set of beliefs about how learning and education continue to shape what becomes possible for youth of different backgrounds.
The ways in which young people and their families take up new media in
their everyday lives cannot be viewed as a simplistic equation between
access or divisions such as “rich kids” and “poor kids.” Rather, the need to
balance independence and dependence, parents’ values and beliefs, and
parenting style shapes participation. For example, many parents worried
about the allure of social network sites in their daughters’ lives or the
addictive power of video games for boys, but the tactics to control participation in these activities varied. While all families used time—restricting
going online until kids completed their homework and giving kids more
time to play on the weekend—parents who were economically well off
tried to regulate their kids’ participation by creating rooms specifically for
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playing games, homework, and socializing with their friends. By contrast,
many of the less well off families in urban Los Angeles and the San
Francisco Bay Area took away the power cord, deleted programs, and kept
low-speed access. However, these strategies were not just a matter of economic constraints; rather, beliefs about the correlation between computer
ownership and education, and parents’ anxieties about their own lack of
experience with media, influenced their decisions and the type of regulation parents employed. Moreover, the extent to which parents were willing
to give their kids autonomy over their day-to-day media usage also revolved
around the assessment of whether parents thought their kids could or, in
some cases, needed to exercise judgment, as was the case with many
parents who gave their kids mobile phones. Parents noted that this decision involved a consideration of their children’s gender, age, as well as
maturity. For example, after Heather Horst’s interview with Trudy, described
in this chapter’s introduction, Trudy’s mother explained that she needed
to create different rules for Trudy and her elder brother. Because she
thought Trudy was more trusting than her brother, she believed Trudy was
more vulnerable to answering messages from unknown solicitors. By contrast, Trudy’s parents closely monitored the completion of their son’s
homework and even considered placing their son in counseling for what
they felt was a video game addiction when his grades dropped. For Trudy’s
parents and others, the ever evolving media ecology compounds the challenges of parenting kids and teenagers.
This chapter examined how families deal with media and the internal
dynamics that often structure the extent to which the use of new media
is encouraged, restricted, and regulated. We began with a discussion of
the role parents see themselves playing in their children’s (and in some
cases grandchildren’s) use of media, and of the relative importance of rules
in shaping family life as new media take on an increasing presence in the
domestic ecology. In the first section, “Crafting Media Spaces at Home,”
we focused on the creation of public media spaces such as recreation rooms
and of private media spaces such as the bedroom. The second section
examined how parents make, take, and spend time with media by focusing
on the ways in which families structure time for media use during the
school year and summer as well as during the weekdays and weekends. We
also explored instances of families’ spending time together in and around
new media, a practice not commonly discussed in much of the literature
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on the generation gap. This sense of capturing family time is closely related
to the ever present sense that kids are growing up, and that there is only
a limited amount of time to spend with family and to impart family values.
Whereas the first two sections analyzed the spatial and temporal dimensions of new media in family life, the third section looked at the microdynamics of rule making and rule negotiation in families in relation to
the debates and practices of using mobile phones and going online.
Unlike the other chapters in this book—which discuss peer-based sociability, communication, and expression—this chapter analyzes the influence of families in shaping new media practices. We aimed to provide an
important piece of the overall contextual ecology of youth new media
practices; other components of this new media ecology, such as the role
of commercial industries, schools, and community institutions, are touched
on in relation to specific practices of interest. With our attention to the
role of new media in young people’s everyday lives, we believed that
families, and the domestic context generally, required an extended treatment because of the powerfully determining role that parents and siblings
play in shaping conditions of access. In addition, families constitute one
of the primary social contexts for ongoing informal engagements with new
media. In many instances in our studies, new media represented a site of
conflict between parents and children, and between siblings, over issues
of access and control, and much of the social negotiation around new
media centered on setting boundaries and rules of various kinds. In these
settings, parents are often seen as clueless or incompetent in dealing with
the norms and literacies of online peer culture. However, we also chronicled many instances of parents and kids coming together around new
media, even for media production. These acts became moments for crossgenerational communication as well as an expression of family identity.
These antagonistic and cooperative forms of parent-child dynamics appear
throughout this book as structuring contexts in our descriptions of peerbased practices.
Notes
1. While acknowledging the voluminous literature on media effects (Bryant and
Zilman 2002; Gunter and McAleer 1997; Singer and Singer 2001; Strasburger and
Wilson 2002), our work attends to the struggles around kids’ participation with new
media and, in this chapter, parents’ use and regulation of new media.
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2. Although it is outside the scope of our work here to define “American families”
or the relationship between families and the broader category of households
(see Netting, Wilk, and Arnould 1984), we recognize that “family” is a mutable
category that changes in relation to the social, historical, and cultural contexts
(Alters 2004; Coontz 1992). The families in our study vary from the nuclear family
and divorced and single-parent households to blended, extended, and transnational
families.
3. Alters draws upon Mintz and Kellogg’s (1988) study of parenting in American
family life.
4. In the context of Europe, Sonia Livingstone (2002) argues that household income
and education remain the key factors for the strategies parents take to control and
manage new media in their kids’ lives. For example, she argues that for individuals
with high income and low levels of education, cable and satellite television, game
machines, and camcorders are viewed as important. By contrast, the Internet and
books are valued in homes with both high education and high income levels.
5. Recent survey work in the United States indicates that some of these dynamics
may be shifting. While in the past, families with high education tended to consume
less-popular media, comparisons between 1999 and 2004 indicate a changing trend.
Today families with college degrees and those with less than high-school education
are high media consumers and families in the middle socioeconomic brackets
consume the least amount of media. Roberts and Foehr (2008) take this as evidence
that economic barriers to media are no longer as salient as they once were, and that
educated parents are less critical of media than in the past.
6. Silverstone and Hirsch (1992) also argue that media serve dual functions in the
home, what they term “double articulation,” in that media are both physical objects
as well as objects that convey meaning. Lally (2002) and others have criticized
Silverstone and Hirsch for attributing too much credence to the uniqueness of new
media and technologies.
7. Reflecting their textual and discursive approach, Alters and Clark (2004b) use the
term “public scripts” to account for the ways in which families describe how they
relate to media.
8. While in the past, community and neighborhoods functioned as the locus of
interaction (see Castells 1996; Lievrouw and Livingstone 2002; Low 2003, 2008;
Miller 2001; Miller and Slater 2000; Morley 2000), today the home represents the
primary space for family and community life and for engagement with media
and public culture. We found that the home was the dominant context for youth
sociability and for new media practice in almost all the regions where we were
carrying out research. The one exception was the case study in Brooklyn, New York,
in Christo Sims’s “Rural and Urban Youth” study, in which he found that teenagers
spend a great deal of time outside and on the street hanging out with friends and
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traveling on the subway system. We also found this to be the case among
Dilan Mahendran’s Hip-Hop Music Production study participants, who took advantage of the Bay Area Rapid Transit (BART) system to move from their residential
locations in the hinterlands of the San Francisco Bay Area and into the city. We did
not see this mobility among our Los Angeles study participants (see Martínez’s study
Pico Union Families), a fact we attribute, in part, to the lack of viable public transportation in the city.
9. In other parts of the United States, basements are often converted into recreation
and media rooms. Given the potential for earthquakes, basements are not common
in California.
10. As Benitez (2006) has argued for Salvadoran immigrants in Washington, DC,
the ability to hear and see other family members during annual teleconferencing
sessions helps to counter the distance and the difficulties of travel in the wake of
difficult economic circumstances and undocumented status.
5
GAMING
Lead Authors: Mizuko Ito and Matteo Bittanti
In a lengthy interview over instant messenger (IM), twenty-two-year-old
Earendil described the role that gaming played in his growing up. Earendil
was largely homeschooled, and though his parents had strict limits on
gaming until he and his brother were in middle school, Earendil and his
brother got their “gaming kicks” at the homes of their friends with game
consoles. After his parents loosened restrictions on computer time when
he was fifteen, his first social experiences online were in a multiplayer game
based on the novel Ender’s Game and in online chats with fellow fans of
Myst and Riven. Although he did not get his first game console until he
was eighteen, he considered himself an avid gamer, and when he started
community college he fell in with “a group of local geeks, who like myself,
enjoyed playing games, etc.” Gaming was a focus of activity for him and
his friends, as they engaged in forms of play and game-related production
that often required high levels of gaming as well as technical expertise,
including networked gaming parties and participation in a group that was
developing a modification on a popular game. Throughout his late childhood and adolescence, gaming was a focus for hanging out with his local
friends, for online relationships, and for developing technical expertise
(Ito, Anime Fans).
Although Earendil is a more committed gamer than most of the youths
we spoke to as part of our research, the diverse kinds of social experiences
he gained through gaming are becoming more and more commonplace.
By 1999, more than 80 percent of U.S. homes with children had a game
console (Roberts, Foehr, and Rideout 2005). Between 1999 and 2004,
average daily gaming time for children went from twenty-six minutes to
forty-six (Roberts and Foehr 2008). Among those who responded to our
background questionnaire, 90 percent reported that they currently engaged
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in some form of electronic gaming, and 24 percent reported that they play
games daily. Gaming represents the central form of early computer experience for kids. More than two thirds of the kids we interviewed had a game
console at home before the age of ten. Not only is game play time growing
among U.S. youth, but forms of game play and gaming demographics are
diversifying. Drawing from a survey by the NPD Group, the Entertainment
Software Association (ESA) (2007) reports that 38 percent of game players
are women. Women age eighteen or older represent a significantly greater
share of the game playing population (30 percent) than boys age seventeen
or younger (23 percent). Although the first-person shooter (FPS) game Halo
3 was the best-selling title of 2007, only 15 percent of games sold that year
were rated Mature, and sales of Family games grew 110 percent over the
previous year. Accessible online and casual social games have tipped the
balance toward adult women, or more accurately, toward a diversified age
and gender demographic.
In the past two decades, as electronic gaming has gradually become
established as one of the dominant forms of entertainment of our time,
there has been widespread debate over the merits of the medium. Some
have accused games of promoting violence and sexism. Despite very little
empirical evidence that games lead to antisocial or violent behavior,
popular perception persists in painting a picture of the aggressive, isolated,
compulsive gamer.1 Unlike the image of the violent gamer, sexism in
games does have some grounding in everyday practice; although in the
past five years the increase has been tremendous in the number of girls
and women who game, most of those gains have been made in the area
of “casual” games in online and handheld platforms, and more “hard-core”
and technically sophisticated forms of gaming and game modding2 are still
dominated by boys and men (Kafai et al. 2008). In contrast to these concerns, researchers have been arguing that games have important learning
properties that can be mobilized for education. Research in this vein was
a central part of the early games industry, and it resulted in the development of a genre of game software that came to be known as “edutainment”
in the 1980s and 1990s (see Ito 2007, 2009). More recently, educational
researchers have engaged with simulation and other state-of-the-art games
to argue that games provide important opportunities for learning in practice (Gee 2003; Shaffer 2006; Squire 2006).
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Our work speaks to these public debates by considering everyday gaming
practice and how it is embedded in a broader set of media ecologies and
genres of participation with new media. Rather than key our research
directly in the terms of these public debates, however, we stay close to the
empirical material to provide a descriptive base and set of frameworks for
understanding the role of gaming in kids’ lives and learning. Much of the
public debate has ignored or overlooked contexts and practices of game
play. The focus has been almost exclusively on what people hope or fear
kids will get from their play, rather than on what they actually do on an
ongoing, everyday basis. It is only recently that researchers have been
moving beyond a conceptual focus on gaming representation to look at
gaming practice and the broader structural contexts of gaming activity.
There is still little work looking at how different genres of games intersect
with different types of game play and broader structural conditions such
as gender, age, and class identity. This chapter is an effort to fill in some
of these gaps in the research literature by positioning game play within a
broader ecology of media practices and identities.
Gaming practices are extremely diverse in nature and form; game
play is a complex and multilayered phenomenon. We would like to suggest
a possible framework for examining gaming as it is embedded in practice
in relation to what we have learned about the other contexts of new
media engagement that youth navigate. We heard about gaming practices
across the different case studies in our project, though only Matteo
Bittanti’s study (Game Play), Arthur Law’s study (Team Play), and Rachel
Cody’s study (Final Fantasy XI) were specifically focused on game communities. In this chapter, we draw from a wide range of different case
studies, including Bittanti’s, Law’s, and Cody’s; Judd Antin, Dan Perkel,
and Christo Sims’s “Social Dynamics of Media Production”; danah boyd’s
“Teen Sociality in Networked Publics”; Heather Horst’s “Silicon Valley
Families” study; Horst and Laura Robinson’s “Neopets” study; Mizuko
Ito’s “Anime Fans” study, and Patricia Lange’s “YouTube and Video
Bloggers” work. In this chapter we show a diversity in terms of the ages
of the participants that we describe as we transition to a discussion
of interest-based practices. Unlike the contexts of family and the friendship-based peer groups we describe in earlier chapters, interest-driven
practices such as gaming are not age specific, and it becomes important
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to look at how youth engage with mixed-age gaming practices and discourses and also to consider the trajectories of how gaming practices
extend into adulthood. Although our focus is still on gaming in the teen
years, we quote older gamers reflecting on their practices growing up with
games or describing the cultures of gaming more generally as reflective
practitioners.
We start our discussion with a framing of the debates around gaming
and learning, suggesting how a practice- and youth-centered approach
can inform this conversation. The body of this chapter is organized in
terms of genres of gaming practice: killing time, hanging out, recreational
gaming, mobilizing and organizing, and augmented gaming. We conclude
our discussion with an analysis of the broader structural and cultural conditions of gaming that shape how the different genres of practice relate to
one another, and the ways in which individuals gain access to or are
excluded from various game play experiences.
Conceptual Framework: Gaming in Context
The dominant approach to studies of gaming and learning focus on the
relationship between the gamer and the text. This holds on both sides of
the aisle. Just as detractors assume that the violent content of the game
encourages violent behaviors (Anderson, Gentile, and Buckley 2007), proponents of games and learning generally assume that learning follows from
good game design.
Although there has been a considerable amount written on games and young
people’s use of them, there has been little work done to establish an overall “ecology”
of gaming, game design, and play, in the sense of how all the various elements—
from code to rhetoric to social practices and aesthetics—cohabit and populate
the game world. . . . The language of the media is replete with references to the
devil (and heavy metal) when it comes to the ill-found virtues of video games,
while a growing movement in K–12 education casts them as the Holy Grail in the
uphill battle to keep kids learning. While many credit game play with fostering
new forms of social organization and alternative ways of thinking and interacting,
more work needs to be done to situate these forms of learning within a dynamic
media ecology that has the participatory and social nature of gaming at its core.
(Salen 2007, 2–3)
As Katie Salen, editor of The Ecology of Games: Connecting Youth, Games, and
Learning (2007), notes in the introduction to her book, what is largely
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absent in the literature is an account of the relations among players,
texts, and contexts of play. Researchers who have studied the reception
of media such as books and television have argued for some time now
that social context has a formative influence on reception (Buckingham
1993; Jenkins 1992; Mankekar 1999; Radway 1984). With interactive,
customizable, and user-modified media such as video games, this is even
more the case. Our focus is not on the relation between individual kids
and game content and representation, but rather on how game play
practice and activity are situated within a broader set of cultural and social
engagements and contexts. The focus on activity in context means paying
attention to the diversity in contexts that structure different forms of game
play—the broader social and cultural ecology—rather than assuming that
psychological and cognitive dispositions play the most important determining role.
Gaming occupies a complicated position in relation to structures of
age, class, and gender because of its status as a technically-driven recreational activity usually associated with lowbrow, male-dominated identity
and practice.3 The moral panics over games rotting the hearts and
minds of children share many of the familiar concerns voiced about
television; games are frequently linked to the corrupting “bad screens”
of television (and working-class culture) rather than the “good screens”
of computers and middle-class culture (Seiter 1999a; 2005). Further,
much like earlier forms of youth-centered popular culture, video games
are a site of moral panics where intergenerational anxieties are projected
onto new media (Cohen 1972). The technical sophistication of games,
both as texts and practices, however, throws a unique twist into these
existing cultural conflicts. While those who see gaming as an avenue
into certain forms of technical expertise and learning have argued
that educators and designers should work to make games attractive to
girls (Cassell and Jenkins 1998; Kafai et al. 2008), others have argued
that gaming reproduces sexist and consumerist logics that are often
of dubious value for youth (Kline, Dyer-Witheford, and de Peuter 2003;
Sheff 1993). Questions about what kids learn through games are a site
of conflict among the values inflected by class, gender, and generational
identity.
The controversial nature of this medium becomes explicit, for instance,
in the process of establishing a set of norms about the “appropriate use”
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of games. Parents and kids’ perspectives often collide. The nature of the
clash, however, is varied. In chapter 4, we have seen these conflicts playing
out in how parents from different class backgrounds regulate gaming in
the home. We also have noted how certain gaming practices can function
as an intergenerational wedge, where parents are shut out from certain
forms of media engagement. Conflicts about how games are perceived were
evident when kids talked about gender and gaming and in the larger proportion of boys who engaged in the more geeked out forms of gaming
practice. In this chapter, we work to tease apart some of the specifics of
how these general cultural valences play out in relation to specific game
genres and genres of participation with gaming sociability and culture.
Although certain core practices of recreational and geeked out gaming are
strongly associated with the young, white male geek cultures that were
foundational to early game practice, today we see a much more variegated
palette of gaming practices. The overall statistics of an expanding gamer
demographic need to be contexualized within highly differentiated forms
of gaming activities. Our effort here is to specify some of these distinctions
among different forms of game engagement.
When we examine gaming from the point of view of gamers and game
practice, then a different set of learning issues comes into view. While we
do not underestimate the relevance of the text, it is just one among a series
of players in the ecological dance that results in complex social, cultural,
and technical outcomes. For example, one of the most important outcomes
of the practices that we call “recreational gaming” is the fact that young
people develop social networks of technical expertise. The game has not
directly and explicitly taught them technical skills, but game play has
embedded young people in a set of practices and a cultural ecology that
places a premium on technical acumen. This in turn is often tied
to an identity as a technical expert that can serve a gamer in domains
well beyond specific engagements with games. This is the kind of description of learning and “transfer” that a more ecological approach to gaming
suggests.
We follow this approach through the body of this chapter by analyzing
how gamers talk about their own investments in games in relation to the
practices that they describe. In line with an ethnographic approach, we
see culture and discourse as constitutive of everyday practice and vice
versa. Taking gamer viewpoints and investments seriously on their own
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terms challenges some of the arguments that both proponents and detractors of games bring to the table. While educational proponents of gaming
suggest that games provide a motivational structure that will engage kids
in more academic learning tasks, gamers talk about games as killing time
and a waste of time and see value in precisely those properties of games
that enable a certain state of distractedness. Even in the case of games that
are difficult to learn and that require sustained investments of time, gamers
often enjoy the practice because it is cut off from their everyday identities.
It is a space to compete in and achieve in where there will not be consequential failure in real life. The appeal lies precisely in the fact that the
game outcomes do not transfer to the real-life economies of academic
achievement and playing the role of the good student, daughter, or son.
The real-life social ecology of a kid’s life has a powerfully determining effect
on what kids get out of gaming. What they learn from gaming is not necessarily what is embedded in game content, nor what parents and educators hope and fear. In the description that follows, we outline genres of
gaming practice that have emerged from our research to discuss the ways
in which gaming, learning, participation, and identity are intertwined in
kids’ everyday play.
Genres of Gaming Practice
Grounded in the previously described ecological approach to gaming, our
genres of gaming are related to the genres of media participation (hanging
out, messing around, and geeking out) that we outlined earlier. Rather than
assume that game genres, platforms, or specific texts determine game play
practice, we organize our description with different practices of play that
emerged from our ethnographic material. These genres of practice correspond loosely to different genres of games, but they are not determined by
game genre. For example, puzzle games are typical for the genre of game
practice we describe as “killing time,” but other games such as first-person
shooters or side-scrollers on a Nintendo DS could also perform that social
function. These different genres of gaming practice also are loosely correspondent with different social networks and genres of participation. Where
killing time is a largely solitary activity, hanging out corresponds to our
model of friendship-driven sociality. Recreational gaming is the most
central practice of interest-driven peer-based gaming networks and is often
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a site where we see messing around genres of participation. When we move
to the genres of organizing and mobilizing, and the practices of augmented
game play such as modding and machinima4 making, we are moving into
the domain of geeking out. While these groups also have a peer-based
structure at the core of the practice, they are more differentiated than the
practices of recreational or social gaming, and there is a clear demarcation
between the core production community and those who use and access
their work.
Killing Time
Certain forms of gaming have long provided opportunities to fill small
gaps in the day or longer stretches of waiting time. Tucking a crossword
puzzle or word-search book into a commute bag, or getting out a deck of
cards for solitaire, are all examples of the solitary, time-filling gaming that
we are characterizing as “killing time.” These are the practices in which
people engage with play and gaming to procrastinate or fill gaps in the
day. With video games, it happens mostly through nomadic devices such
as portable consoles (Nintendo DS, Sony PSP), mobile phones, and laptops.
These practices also can happen in desktop situations, such as when
someone takes a break from work to play a puzzle game on Miniclip.
Games are often used while waiting for relevant things to happen, as fillers
between more structured events. Although we found that a wide variety
of kids engaged in killing-time forms of gaming, these practices tended to
skew toward either younger or less experienced gamers, or for times when
more sustained gaming was not an option. For example, Christo Sims notes
that students at the video-production center where he, Judd Antin, and
Dan Perkel observed are keen to engage in gaming activities during the
short breaks between their lessons:
The Center was largely run like a hands-on class, with an adult instructor
setting an agenda and directing the students in various video production exercises
and activities. The kids had unstructured time before and after class as well as
during a short break in the middle of each day’s session. During these free moments
(maybe fifteen to twenty minutes long) many kids would get on one of the lab
computers. While MySpace was a popular activity during this time, so too were
casual games on sites like Miniclip as well as Flash games on websites for candy
companies and other youth-targeted advertisers. (The Social Dynamics of Media
Production)
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The dominant discourse of this form of gaming is about boredom and
filling time. Digital games are used to pass the time when traveling on a
bus, car, or plane, or in other situations when there is little else to do. For
instance, Nick, a sixteen-year-old black and Native American boy from Los
Angeles who danah boyd (Teen Sociality in Networked Publics) interviewed, said, “If I’m bored, I play that little . . . it’s a little rocket game
where you shoot rocks. I play that. If I’m real bored and I really have
nothing to do, that’s what I do.” Similarly, Natalie, an eleven-year-old
white fifth grader Heather Horst interviewed as part of her study on Silicon
Valley families, said: “I play with my Nintendo probably like a few times
a week probably. . . . Mostly on the weekends, because sometimes my weekends are really busy, sometimes they’re not, but when they’re not busy, I
get kinda bored, so I just play.”
This genre of gaming also can be used as something to focus on in a
social situation that a subject might find awkward. For instance, Monica,
a Latina fourteen-year-old from Santa Rosa, California, who is part of
Matteo Bittanti’s “Game Play” study, said,
Often, when I am waiting for a friend [in a public space] to show up I start playing
puzzle games on my phone, not because I particularly enjoy them, but because I
don’t like people staring at me. . . . In a sense, I am pretending to be busy, but it’s
easier to fake this than, let’s say, a conversation.
Portable gaming can occupy gaps in the day when one is out and about.
Another teen whom boyd spoke with, Luke, a sixteen-year-old from
San Francisco, said: “I always carry a [Nintendo] DS with me. It’s small
enough so that it can fit in [one of the pockets of] my jacket, along
with one or two games.” In tandem with the evolution of portable
media, gaming is starting to infiltrate more and more of the little gaps
in everyday life.
These examples also illustrate another key feature of gaming as killing
time: its solitary nature. Even when pursued in a social context, such as at
the Center (The Social Dynamics of Media Production) or when inhabiting
public space, killing time by gaming involves carving out a one-on-one
space with the game. We see this in an example that Rachel Cody encountered in her study of Final Fantasy XI. When members of a group are
“camping,” or waiting for a monster to appear in a particular place, there
are often long stretches of waiting time. At these times, players would often
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open a new window to play a small Flash game, even while still occupying
the shared social space in the multiplayer game. Although public discourse
has tended to associate antisocial and solitary behavior with violent, graphically sophisticated games, we find that these forms of killing time gaming
that are generally seen as “harmless” or “casual” were the ones that were
most likely to be pursued as solitary activities. While we do not see these
forms of gaming as sites of profound social activity or learning, they are
part of the play, of the messing around with new media that are seamlessly
integrated into kids’ everyday life rhythms.
Box 5.1
Neopets: Same Game, Different Meanings
Laura Robinson and Heather A. Horst
Neopets5 (see www.neopets.com) is a virtual pet website owned by Viacom
that enables members to select, feed, and care for virtual pets. Reminiscent
of Tamagotchi and Pokémon, Neopets’s members use a virtual currency called
neopoints to buy food, pets, and toys for their pets; create shops and galleries;
build and decorate houses; and acquire equipment to compete with other
characters or play in the Battledome. The site is also host to more than 250
casual games, varying among 3D player games, Flash and Shockwave games,
PHP games, and in-world quests.
Through a variety of activities, players and participants can explore the
facets of “Neopia,” the virtual world where the pets live. Viacom emphasizes
the creative play that can occur through these digital engagements, but in
popular and academic circles (see Seiter 2005) Neopets continues to be criticized for its encouragement of capitalism, as exemplified through the salience
of neopoints in facilitating participation in Neopia, the encouragement of
commercial enterprises (e.g., creating shops), as well as gambling and playing
the Neopets stock market (see box 7.5). Other critics focus on the immersive
advertising and dislike the increasing availability of merchandise, such as
“plushies” (stuffed animals resembling specific species of Neopets), as well as
Neopets magazine, mobile-phone video games, screen savers, and breakfast
cereal. Neopets’s parent company, Viacom, also takes advantage of its ownership of Nickelodeon, a popular kids’ television network in the United States,
by marketing Neopets and its associated products to children during afternoon and Saturday-morning television shows. Although parents and others
continue to be concerned about kids’ lack of awareness of the immersive
advertising and capitalist ethos, most kids do not differentiate between the
marketing in online spaces and the marketing that occurs in everyday life on
television, billboards, and the array of electronic goods in contemporary
homes.
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While debates over the value of consumerism in gaming marketed to kids
persist, our qualitative study of Neopets players suggests that Neopets is a
highly flexible gaming site that allows kids (and adults) who play to adapt
their engagement to their own interests and needs. For some players, it is all
about the games. For others, interest and participation in Neopets is tied to
the creative possibilities inherent in sites such as Neopets. For yet others,
sociality is the key draw. For example, Mike, a seven-year-old who lives in an
economically well-off and highly wired household in northern California,
Neopets is about the thrill of the game. Mike was passionate about playing
games online—any kind of game, from Neopets to Club Penguin. When asked
why he liked Neopets, he made it clear that it was all about the games—not
his pet, not creating a house, not any activity except playing games. Laura
Robinson asked Mike, “Are you ever worried about your pet getting hungry
or having treats?” Mike quickly answered negatively, “I don’t care about my
pet at all. I just want to play the games!” When Mike tried to show Laura
which games he liked to play, he attempted to open his site, but somehow
he could not remember his password. He explained that he didn’t feel any
connection with the Neopets he created. Rather, he only wanted to access
the games. In fact Mike repeatedly created new accounts and even played
under other people’s pets. His strategy was to earn points for all his friends
in return for logging in at their homes.
By contrast, “newbie” Neopet player, Jackson, could not care less about
playing the games. As Jackson, a nine-year-old from suburban northern
California, explained, “I really like to make the pets. I even make new user
names or let them die just so I can make more of them.” Jackson “loves”
Neopets, but not for the reasons we might expect. For Jackson, Neopets is
about the creative possibilities inherent in the creative act. Creating neopets,
petpets, neohomes, and any other of the virtual venues or creatures is what
drew Jackson to the game. This creative orientation was not surprising when
one begins to understand that Jackson comes from a highly creative family.
His parents and siblings all have artistic tendencies, although they take different forms: playing the guitar, dancing, and drawing. For Jackson, Neopets
becomes an extension of his home world in which creativity is honed and
valued.
Yet other Neopets players value the site for social connection. Mindy, a
teenage female player from California, explained why she was invested in the
site during high school:“I just loved playing it with my friends.” For Mindy,
her Neopets experience was centered in sociality. Neopets was framed as a
reason to go to a friend’s house, a reason to call a friend, or a reason to chat.
Mindy’s introduction to the site was through a friend with whom Neopets
became a conversation piece, a shared experience that further cemented their
friendship. When Laura asked Mindy about her neopet, Mindy explained,
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“Well, I didn’t really check on my pet all that much. You know, it was more
about being with other people and playing Neopets with them.” As Mindy
suggested, the social connection that Neopets allowed her to form with others
was her key interest in the site. As with Max and Jackson, the breadth and
flexibility of Neopets—be it playing games, being creative, or making and
maintaining friendships—enabled Mindy to shape and customize her own
engagements online.
In contrast to the genre of gaming we characterize as killing time, much
of game practice centers on social activity of various forms. The genres that
follow are all examples of different, more sociable forms of gaming. The
first is how the hanging out genre of participation intersects with game
practice.
Hanging Out
The hanging out genre of participation happens when people engage with
gaming in the process of spending time together socially. It is largely a
form of friendship-driven sociability; while gaming is certainly important,
it is not the central focus. Video games are part of the common pool, or
repertoire, of games and activities that kids and adults can engage in while
enjoying time together socially. Although games are usually considered
occasions to compete around clear outcomes, this orientation can often be
superseded by a more conversational or relaxed mode. Played this way,
games are not inherently different from traditional board games. In a sense,
they represent their electronic evolution. Like board games, hanging out
forms of gaming were not as strongly gendered or age specific as the more
geeked out forms of gaming that we examined; though boys were more
likely to talk about gaming as a social focus, the hanging out genre of
gaming represents a relatively democratic and accessible form of play.
As described in chapter 4, gaming can facilitate the interaction between
peers but also between youth and adults. In fact, the family is one of the
most common contexts for gaming as hanging out. In their detailed studies
of game play in the home, Stevens, Satwicz, and McCarthy (2007) describe
the settings in the home around the game console where siblings and
playmates move fluidly in and out of game engagement with one another.
This family gaming increasingly includes parents as well. A study con-
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ducted by the Entertainment Software Association (ESA) states that 35
percent of American parents say they play computer and video games.
Among “gamer parents,” the ESA (2007) says, 80 percent report that
they play video games with their children, and two thirds (66 percent)
say that playing games has brought their families closer together. Hanging
out genres of gaming enable people to bridge different forms of gaming
expertise and to cross generational and gender divides. For instance, Steven,
a twenty-one-year-old from Mountain View, California (Bittanti, Game
Play), said,
At Christmas, I played this game called Scene It? for the Xbox 360 over [at] my
girlfriend’s house. We played with her parents as well. . . . It’s a trivia game about
the history of cinema and you use a big controller instead of a conventional joypad.
It was fun. We got to sit down on the couch and play together, and we laughed at
our mistakes and we had a really good time. I mean, I would not normally spend
that much time with my girlfriend’s parents, you know? [laughs]
The more casual mode of this kind of gaming sociality facilitates game
play by those outside the stereotypical gamer demographic. The Nintendo
Wii is in many ways the emblematic platform for hanging out as a gaming
practice. This console was specifically designed to reach a broader range of
players. Another example is the increasing success of music titles such as
Rock Band and Guitar Hero. Games that tie into established forms of social
bonding, such as music, dance, and sports, seem to invite this orientation.
A fourteen-year-old white boy in Dan Perkel’s study “MySpace Profile
Production” described his involvement in fantasy football and basketball
leagues. He plays for about five minutes a day, though many of his friends
are much more involved. He said that “it is hard to stay away from it.”
When Dan asked for clarification, he explained: “If your friends are all
talking about fantasy sports, naturally you’re going to want to be in their
conversation so that’s basically why most people do it.” Even solitary puzzle
games can take on a social hanging out quality when there are others
around. In his observations at a video-production center, Dan Perkel (The
Social Dynamics of Media Production) frequently observed kids playing
games on sites such as Miniclip in the downtime between activities. They
often would invite others in the vicinity to observe their game play and
move in and out of social and solitary engagement with the games.
Hanging out gaming also includes online practices such as participating in social guilds in massively multiplayer online role-playing games
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(MMORPGs), where players enjoy the social affordances constructed by the
games. MMORPG players spend many hours logged in to the shared space
of the game, and much of that time is occupied with casual hanging out,
conversation, and activities such as bartering or exploring. The time spent
actively pursuing game goals is only one part of what they do online. The
time and space around the more goal-directed activities of gaming becomes
a site for social conversation and sharing. In Dan Perkel and Sarita Yardi’s
study “Digital Photo-Elicitation with Kids,” they spoke to a young RuneScape
player, Iris, who was ten years old and of mixed race (white and black). She
enjoyed hanging out on the site because of the social environment.
I like that you can play with a lot of people at the same time. It’s like you have a
normal life, and you get to talk to people. And it’s not only one player; it’s more
than one player. And it’s not that you’re talking to an actual robot, but you’re talking
to actual people playing.
She said she will play with a friend of hers in the late afternoon when they
both get home, but she will also talk to others she comes across in the
game. The space of the online game becomes a hangout to meet her friends
both offline and online.
In Rachel Cody’s study of Final Fantasy XI, the core players of the
“linkshell” (player guild) she was participating in would use a voice-chat
program, Ventrilo (Vent), to stay in touch with their team constantly while
they were at the computer. She talks with Ryukossei,6 a nineteen-year-old
Asian-American player.
Rachel: How did you like it?
Ryukossei: I loved it. That was a great linkshell, I thought. And, like, yeah,
it was pretty fun. It was good times.
Rachel: Did you make any friends?
Ryukossei: Oh, yeah. Especially the people on Vent. If I didn’t have Vent,
I wouldn’t be playing this game, like, seriously. . . .
Rachel: Yeah, Vent made it a lot less lonely, I thought.
As noted in Cody’s box 5.3, Ryukossei describes how the “24/7” connection on Vent made his teammates feel like a family. While players
in an MMOG may be attracted to the game play initially, they often end
up staying because of the social dimensions of the game. As described in
box 5.3, players will often cite the social hanging out dimensions as one
of the primary reasons to stay with the game.
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In describing the more friendship-driven side of hanging out forms of
game play, players often explicitly disputed public perception that games
were antisocial. We found this with some of our older players, who were
often reflective of their game play and more aware of the stigma (Bittanti,
Game Play). Louise, a twenty-eight-year-old from Vacaville, California,
said, “Playing games can be a solo act, but when you involve friends and
family you become more engaged in the play. I believe this represents our
human need to be connected to others in a real-world environment.”
Frederick, a twenty-two-year-old from San Francisco, had a similar
viewpoint:
Games are shown to be social tools that, in various ways, socially connect people
of the current and previous generations. It’s like parents reading their children the
same bedtime stories that they themselves fell asleep to as a child. I don’t see how
anyone could argue with that.
The practices of hanging out around games have affinities with other social
games such as golf, bowling, bridge, or mah-jongg, and this is in line with
our general framework of friendship-driven participation. While there are
highly competitive modes of engagement with these games, the more
everyday forms of engagement tend to be driven by the social activity. Just
as with more long-standing forms of gaming and play, electronic games
are a focus of social activity between friends and family. Although the play
mechanics of the game may involve competition and representations of
violence, just as in the case of sports and games more broadly, the playful
conflict becomes a source of social bonding. As genres of gaming such as
casual sports games, rhythm games, and social online games expand, we
can expect that more and more of young people’s unstructured time
together will be occupied by these experiences. In their recent study of
violence and video gaming, Kutner and Olson (2008) suggest that kids who
do not play video games at all are more likely to be socially marginalized
than those who do play. The conversations we have had with gamers also
support this finding; hanging out forms of gaming have become part of
the everyday and commonplace practices of social play for youth.
Recreational Gaming
While many people engage with games as a lightweight activity that fills
dead time or is part of a social activity, for committed gamers competitive
game play is more central to their orientation to the medium. This genre
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of gaming, what we call “recreational gaming,” represents the core of what
we think of as gaming practice: people gaming to game and getting together
specifically to play games that require persistent engagement to master. If
in the previous category gaming tends to be in the background, here it is
in the foreground. Recreational gaming includes everyday in-home gaming,
when kids are into a game, or play with friends or family. It can be both
solitary and social. This form of engagement includes everyday offline
gaming and dedicated services such as Xbox Live, where people enjoy
playing online games such as first-person shooters and sports titles. As
described in box 5.2 on first-person shooters, in recreational gaming,
players can develop intense relationships to games. Unlike killing time and
hanging out forms of gaming, with recreational gaming we see a stronger
identification with the historically dominant gamer demographic—young
males. We discuss these dimensions of gamer identity later in this chapter
in the section on boundary work.
Box 5.2
First-Person Play: Subjectivity, Gamer Code, and Doom
Matteo Bittanti
Kenny is a twenty-one-year-old from San Francisco who used to play games
on a daily basis when he was younger, but who then reduced his game time
when he started college. He is now saving money to buy an Xbox 360 because
“the love of the game is just too strong.” He loves first-person shooters, a
genre of game characterized by a subjective perspective that renders the
virtual world from the point-of-view of the player character. According to
Kenny, the “FPS embodies the quintessential traits of the medium.” I decided
to reproduce with minimal editing his comments on Doom, the most celebrated FPS, because they contain many interesting points. Kenny discussed
the game with a specific discursive style (note the emphasis on the pronoun
“I” to describe his game play experience—“My first encounter with a pinky
demon scared me shitless”—that does not happen, for instance, when somebody is retelling the plot of a movie or a novel); a clear understanding of
what lies beneath the formal structure of the game (to describe the experience, Kenny uses adjectives such as “exhilarating” and “dumb,” [Doom] is
very mechanistic and repetitious, and “simultaneously calls for civility, for
rational thinking, and meticulous problem solving”); the morality code of
the gamer (“I wouldn’t touch the strategy guide until I beat the game”); an
assumed importance of expertise in discussing games (historical contextualization); and an intense emotional investment in game practices.
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Doom is my favorite video game of all time. I own all of them and have played, to some
extent, all of them with the exception of Resurrection of Evil and the Master Levels of
Doom. It was simultaneously a triumph of technology as well as game play, serving as,
arguably, one of the most influential games of all time. The greater half of big-name
titles are all, in a sense, descendents of Doom: Bioshock, F.E.A.R., Stalker, Crysis. Pretty
grotesque, but Doom III simultaneously calls for civility, for rational thinking, and
meticulous problem solving. The problem solving goes much deeper than switch flipping, key finding, and dashing for the exit. Every enemy you encounter is a problem
that needs to be solved. Doom III is easy, but you’d never guess that based on the imagery
alone: shocking, intimidating, frightening. It plays on your irrational fears, expecting
you to panic, to slip, to shoot wildly at nothing, but there is a logic to the game, a code,
like every game. Doom teaches one to hunt, to compose oneself as a gentleman before
and after war. One must supplant, or supersede, many of the atavistic urges Doom
encourages in order to truly master the game.
In Gears of War, there is nothing more satisfying than dismembering your opponent
with a [chain saw]. Charging headlong into the fray, your Lancer, growling hungrily for
Locust intestines, held high above your head, is exhilarating. It’s also dumb. There are
rules of engagement. The shotty [shotgun] trumps the [chain saw], and the sniper trumps
the shotty. And I love first-person shooters! My daily gaming diet consists solely of firstperson shooters! I bought Doom III the day it was released, with the strategy guide and
everything. I swore, like I always do, that I wouldn’t touch the strategy guide until I beat
the game, for a very special reason. Doom III is huge on atmosphere, and I’d be hardpressed to find a game that does a better job of creating such frighteningly gorgeous
environments. The use of sound is phenomenal, and the monsters are just oozing with
gory details.
My first encounter with a pinky demon scared me shitless. Hell, my first encounter
with an imp left me shaking. It’s scary! Well . . . at least it is until the imp is eviscerated
by one shotgun blast and all that remains of that pinky demon after two well-placed
shots is an incongruous pile of gore. It’s this knowledge that separates one from the
game. That’s why I didn’t touch the strategy guide. If I knew how to kill an imp before
our encounter, I would have never experienced that fear.
Recreational gaming is deeply social, but unlike in the hanging out genre
of gaming, the game play itself is the impetus and focus for getting together.
It is interest-driven rather than friendship-driven sociality that drives gatherings in this genre of play. For example, one of our interviewees described
“DS Fridays,” when kids meet weekly to play specific Nintendo DS games.
Annie Manion (Anime Fans), in her interviews of anime fans who lived in
college dorms, found an active gaming-centered social life among some of
the students. One of her interviewees, Cara, described how there was a
group who would get together to play Smash Bros., and group members
would develop different techniques and specialties in playing different
game characters. Another example is Halo parties, where gamers gather to
“frag”7 each other. MaxPower, a white fourteen-year-old in Christo Sims’s
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study in rural California (Rural and Urban Youth), described a Local Area
Network (LAN) party, involving networking computers with sixteen kids,
that he was part of. The LAN was set up with four Xboxes and four TVs.
“It was for five hours straight. After the second hour, I couldn’t take it
anymore. I had to go out with me and my friend, Josh, just kind of went
out and skateboarded a little bit while everybody was playing ‘cause my
eyes started to hurt.” A white seventeen-year-old in Sims’s study, a selfdescribed geek, said he is part of regular LAN parties with computers, where
anywhere from six to fifteen kids will get together regularly to play.
Through recreational gaming, kids build social relationships that center
on game-related interests and expertise. As part of her “Silicon Valley
Families” study Heather Horst interviewed an avid gamer, a white twelveyear-old who described his immersion in game play together with a good
friend:
John Harker: My friend and I, we just lived [in] each other’s houses
alternating GameCube and PS2. Go over to a friend’s, like, Xbox. . . . We
have all-nighter video-game parties and so it’s kind of pathetic but it’s a
lot of fun. . . . My friend just got, like, he’s even more obsessed than I am.
So he always gets games and I just go over to his house for the day and
we’ll make stuff, eat it, bike, and play video games. . . . Watch movies.
Heather: It’s usually groups, like, how many of you can play, actually?
John Harker: I’ve had times when we have two TVs in the same room
and we’re playing joint, eight-player Halo. . . . Which is awesome. . . . Halo
2 is just an incredible game.
Heather: Okay. So you’ve had . . . you can do all of that.
John Harker: Yeah, and a lot of the time I just go over, “hey Joey, you
want to come over to my house?” and it’s just two people or something.
And, well, say he’s losing—he’ll invite someone who’s even worse than
him and then he’ll have someone to beat. So it just evolves like that.
As John Harker described, recreational gaming is a site of activity where
more friendship-driven modes of gaming move fluidly into messing around
and geeking out. As a genre of play, recreational gaming is compelling
because kids can engage flexibly in these different modes of participation
and learning. Like other more geeky, interest-driven pursuits, gaming
differs from extracurricular activities that have higher status in mainstream
teen sociality, particularly sports. At the same time, gaming is becoming a
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pervasive social activity among boys, so gaming virtuosity does provide
some peer status as well as an important vehicle for social bonding. Gaming
practices provide a focus for the development of identities of expertise,
performance, and virtuosity—an arena of practice that differs from the
demands placed on youth for academic performance. These are extracurricular spaces where kids can achieve in contexts that are detached
from the high-stakes performance required of them in school, and where
failure is not as consequential. They can frag and respawn repeatedly or
change games and in-game identities if they do not like the path they
have been on.
Another important dimension of recreational gaming is that the social
relationships and knowledge networks that kids develop often become a
pathway to other forms of technical and media-related learning. This
chapter’s opening discussion of Earendil is an example of how gaming
became a focus of a certain trajectory of participation into different
forms of media practices and literacies. Earendil’s gaming interests became
a focus of sociability and play in his childhood and early teen years, and
in college his gamer friends introduced him to anime and to various
other online activities. Gaming provided an initial focus for an interestdriven social group that became a friendship group supporting the development of technical and media-related expertise more generally. Similarly,
in Katynka Martínez’s “High School Computer Club” study, she noted
that most of the boys associated with the club are avid gamers. After
the computers in the lab became networked (in a moment they called
“The Renaissance”), the boys would show up during lunch and even their
fifteen-minute nutrition breaks to play Halo and Counter-Strike against
one another. Again, this is an example of gaming providing a social focus
for kids with broader technology- and media-related interests. As with
other forms of interest-driven practice that we examine in this book, these
are contexts that exhibit peer-based learning and knowledge sharing that
are driven forward by the motivations of kids themselves. These dimensions of peer-based learning and the honing of expertise become even more
pronounced when we turn to some of the genres to follow, such as organizing and mobilizing and augmented game play. These learning outcomes
of recreational gaming call attention to the social and technological contexts of gaming practice rather than focusing exclusively on the question
of the transfer of game content to behavior and cognition.
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Organizing and Mobilizing
Gamers who are highly invested in their play will often become involved
in more structured kinds of social arrangements, such as guilds, teams,
clans, clubs, and organized social groups that revolve specifically around
gaming. We refer to this as “organizing and mobilizing” practices in which
the social dimensions of gaming become more formalized and structured
and more identified with geeking out than with messing around. This is
where we see the politicians and warlords of the gaming universe and
the people they organize, collaborate with, and lead. Organized and
mobilized forms of gaming are core to the practices of traditional sports
as well as to games such as Dungeons & Dragons that became popular in
the 1970s and 1980s. Electronic games as they became networked in the
past decade have become a new site for organized forms of gaming and
high-stakes competition. Gamers in networked systems can keep track of
in-game skills, “gamerscores,” records, reputation, experience points, and
so on in international game networks. Services such as Xbox Live and the
PlayStation Network are specifically designed to facilitate agonistic forms
of playing in a particularly competitive environment based on a specific
form of meritocracy: gaming skills. Online role-playing games enable
players to organize guilds with formalized leadership and specialized roles
and responsibilities. This genre of participation requires various degrees of
commitment not only in terms of time and competency but also in terms
of resources and economic capital, as gaming equipment (hardware, software, and services) are generally more expensive than other forms of mediated entertainment.
For the most dedicated players, competitive gaming might represent an
evolution of recreational gaming, or they may engage in both genres of
gaming. In a few cases, the passion for gaming can evolve into a profession.
Consider, for instance, the rise of gaming as e-sport—electronic sports, or
the play of video games as a professional sport—in countries such as South
Korea as well as the United States and Scandinavia. “My hero is Lil Poison,”
said Grant, a twenty-two-year-old avid gamer from Sunnyvale, California,
referring to Victor M. De Leon III, the world’s youngest known professional
video game player (Bittanti, Game Play). “His skills are incredible for a
nine-year-old! I watch his videos online and I find them amazing.” While
recreational gaming is practiced by youth who have a variety of interests
and hobbies, these mobilized practices are specific to a group of teenagers
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and young adults who often openly call themselves “gamers.” The social
identity fostered in tight-knit gaming groups leads to a stronger identification with gamer identity.
While gaming as hanging out or recreation takes place mostly in the
private sphere (homes), mobilizing often requires dedicated spaces such
as an Internet café, which can provide fast Internet connections and
powerful computers. Mobilized gaming, like many other forms of geeking
out, requires more specialized technical resources and social networks
as well as the time and space to dedicate oneself to a serious hobby. We
can see this in the difference in scale of various LAN parties, which
we describe in this chapter’s section on recreational gaming. Parties can
vary in size from a small group of friends to large, more formal gatherings.
Small parties can form spontaneously, but large ones usually require a fair
amount of planning and preparation on the part of the organizer. Because
of the size of these events, most require renting a conference room in a
hotel or in a convention center (for a study of LAN parties, see Jansz and
Martens 2005).
In his study (Team Play) of a group of middle-school boys (aged thirteen
to fourteen) who were regulars in an Internet café in the San Francisco Bay
Area, Arthur Law describes different social configurations among gamers.
One group of boys went to the café to play the strategy game, Warcraft,
on their own, and another group went to the café to play Counter-Strike
as a clan. Both of these modes of game play are networked and social. Law
describes how two of the Warcraft players go the café to play with a set of
gamer friends with whom they keep in touch online. Patrick, in particular,
is a competitive gamer who keeps close track of his ranking on Battle.net,
a system that keeps track of Warcraft player statistics across the country.
Law writes:
Both Patrick and Zachary organize their games outside of Warcraft. Patrick is an avid
user of AOL Instant Messenger (AIM) and usually connects with his friends over
AIM to get them to play a game. His contact list has more than two hundred people
and about half of them play Warcraft. Patrick’s family moved from Southern
California a year ago and he keeps in touch with his friends online through AIM.
He never gets to see any of them anymore so Warcraft is one way of hanging out
with his friends online. There are a number of people from his school who were
international students who have moved back to their home countries and their
group routinely meets online to chat about what they’re doing or just to play a few
games.
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The Counter-Strike players in Law’s study are a group of friends who
regularly come to the café together and identify as a clan. They use their
clan name in their online handles. This group also has a lightweight
sense of leadership in the group, where Shawn is recognized as the most
experienced player. As is typical with team sports and game play, this
leadership is under constant renegotiation. Law describes an instance of
play when Shawn won the first round and was advising the remaining
players on strategy. “Both teams ignored the advice,” Law notes, and suffered as a result.
Box 5.3
Learning and Collaborating in Final Fantasy XI
Rachel Cody
Final Fantasy XI (FFXI) is a massively multiplayer online role-playing game
(MMORPG) developed by Square Enix as a part of the Final Fantasy series.
Although the game is not tied to the other Final Fantasy games, it shares the
graphical, character, and narrative style of many of the other games, providing a major draw for players who enjoyed those games.
The game was released in Japan in 2002 and brought to North America in
the fall of 2003. It can be played on four platforms: PlayStation 2, PlayStation
3, Xbox 360, and PC. In 2006, there were approximately 500,000 subscribers
to FFXI (Woodard/Gamasutra 2006). FFXI offers many of the same activities
of other MMORPGs. Players are able to advance themselves through levels by
killing monsters for points. Players can complete missions for their nation to
advance in a ranking system, and there are dozens of quests to complete in
all cities and towns. Additionally, FFXI offers players a crafting system,
through which they can create their own food, clothes, or weapons to use or
sell. Monsters that are extremely difficult to defeat offer players a challenge,
competition, and rare and valuable gear. And for those who want to try their
skills against other players, Ballista offers players the chance to form teams
and compete against one another in games.
Most of all, FFXI is a social game. Players often join to be with their friends
and develop long-lasting relationships throughout their time in the game.
For example, Kalipea, a twenty-year-old white player in Ontario, Canada,
started playing the game after visiting her friend:
Well, I was at my friend’s house, and she had just got it and I used to play video games
all the time when I was younger. But then I never played like an online one at all. . . . It
looked kind of cool and then she got the online one and said, “Oh here, go on here.”
And I made a trial character and I tried it out—ended up playing for like twelve hours
straight.
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After Kalipea got into the game, she would go over to her friend’s house so
they could play together, a practice that is not uncommon for players who
are friends outside the game and live near each other. Kalipea described
playing with her friend:
Yep. I played with her. At first we hung out a lot because she was showing me how
to work around stuff. Like we both lived in the same city at the time, and I would
go to her house and even like bring my computer over there and we’d have like allnight gaming sessions, just playing and hanging out. And we’d go to like the twentyfour-hour grocery store and get all this food and sit in front of the computers and eat
junk food.
Within the game, players form groups, chat with one another via private
messages or in-game mail, and join linkshells. The game is built to be social;
from leveling to questing to crafting, people need one another to progress
through the game. Scott, a twenty-five-year-old white male in Washington
State, describes the necessity of playing with other people:
Because you have to rely on so many, you’re just . . . you’re so limited on what you can
do solo that you have to rely on other people. And if you have to rely on other people
you might as well do it with people you like. And I think that’s . . . it’s just a very interconnected play, ’cause you have to have people you know.
Players who prefer casual, individual play, and players who do not get along
with others are weeded out of the game early since lengthy parties are necessary for play and reputations (and thus party invites) are dependent on a
player’s ability to interact successfully with party members. Communities are
also a major determinant in what players do in the game, how they play, and
what they desire in the game. Players learn from one another where to go in
order to level, what gear to wear, and their roles within parties during leveling
or killing a monster. And players who fail to align their social interactions,
play style, gear, and roles to the community norms risk being cast out of a
party, removed from a linkshell, or ostracized or mocked by the community
at large.
Players need one another to succeed in the game, but they play with one
another because that is what they enjoy. People often log in to the game
looking forward to hanging out with their friends. Chat fills the lengthy
downtime while players look for a party to play with, between monster fights,
while waiting for monsters to spawn, and during lengthy fights. Even when
the game’s activities are no longer fun, people often continue playing because
of their friends. Wurlpin, a twenty-six-year-old white male in San Diego who
had played the game for two years, described the relationships:
You will play with these guys eight, nine, ten hours in a day sometimes, all week
and in wee hours of the morning so they kind of become your family so to speak, or
your group of friends that you hang out with. It is your way of hanging out with them,
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so, leaving that is kind of hard. And the only reason I pretty much stayed was for the
people.
Ryukossei, a nineteen-year-old Asian-American in Illinois who played the
game for more than two years, also commented on the strong bonds formed
within the game:
Yeah, especially because we had Vent on twenty-four/seven, every time we logged on
and stuff. We kind of got attached, you might say. And when someone quit, it would
be really hard for them. I mean, you hung out with them. It’s like a family pretty much.
I mean, you’re there with them the whole day and stuff like that.
Scott pointed out that the people make all the frustrations of the game worthwhile when he described an early experience in the game:
You have to go down there [to a dragon] and it takes a long time to get there, and we
had like—I mean, it was the most frustrating thing we ever did. But afterwards we just
couldn’t help but laugh, ’cause it was this stupid dragon that killed us all, and I mean,
at least five times. . . . And we were running out of time because each of us had been
risen once at least, and already died, and so our timers were running out. And oh, it was
just the quintessential just, us-against-the-world type of thing.
Sometimes, players spend more time with their friends within the game
than they do with their friends (or even families!) outside the game. They
check the websites and forums during their breaks at school to keep updated
on their friends’ activities and eagerly log in to the game as soon as they get
home. Players often sacrifice sleep, staying up long into the night to have
another adventure with their friends. The communities and relationships
forged within the game extend beyond its boundaries into websites, forums,
guides, instant messenger programs, emails, and even phone calls or text
messages. Linkshells, especially endgame linkshells, often have dedicated
websites where their members chat about in-game adventures, their homework, personal problems, or just joke around. Sites such as KillingIfrit.com
and ffxi.allakhazam.com allow players to chat with one another beyond the
bounds of the linkshell or their server. Forums on these sites are filled with
players asking questions about crafts or quests, debating the best gear or role
of different jobs, proudly telling of their most recent accomplishments, or
talking about the latest drama between players or linkshells. The websites and
forums become extensions of the game by providing a large community of
support, advice, and socializing that players often rely on and enjoy.
Final Fantasy XI players are embedded in a rich social atmosphere where
relationships and communities are forged and fostered. It is the social components of the game that often motivate players to log in and support their
success. The extended communities that reach beyond the game into websites, forums, instant messenger programs, and phone calls help strengthen
these relationships and influence players’ experiences and success within the
game. The players often play for the people.
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The issue of leadership and team organization was a topic that was central
to Rachel Cody’s study of Final Fantasy XI (FFXI). Cody spent seven
months participant-observing in a high-level “linkshell,” or guild. Although
many purely social linkshells do populate FFXI, Cody’s linkshell was an
“endgame” linkshell, meaning that the group aimed to defeat the highlevel monsters in the game. The linkshell was organized in a hierarchical
system, with a leader and officers who had decision-making authority,
and new members needed to be approved by the officers. Often the process
of joining a linkshell involved a formal application and interview. The
linkshell would organize “camps” where sometimes more than 150 people
would wait for a high-level monster to appear and then attack with a wellplanned battle strategy. Cody writes:
One of the important things about these camps was that linkshell members behaved
professionally and in line with a linkshell’s expectation of conduct. Enki,8 the head
of the linkshell, was known for reprimanding or even kicking people from the
linkshell for unsportsmanlike behavior during camp, spamming the linkshell during
“focus” time, or making a fairly big mistake during the actual killing of an HNM.9
Even without Enki’s reprimanding people, linkshell members placed a good deal of
pressure on themselves to be “perfect” at these camps and not make mistakes. They
realize that their behavior is a reflection on themselves and their linkshell mates.
While they had a good deal of fun between focus windows, these were high-stress
times demonstrated by the constant drama that occurred.
Just as in the case of some of the practices described in chapters 6 and
7, the activities of Cody’s linkshell move beyond the playful toward more
serious and worklike arrangements where participants are accountable to
the expectations of a team. Gaming becomes a site of organizing collective
action, which can vary from the more lightweight arrangements of kids
getting together to play competitively to the more formal arrangements
that we see in a group such as Cody’s linkshell.
In all these cases, players are engaging in a complex social organization
that operates under different sets of hierarchies and politics than those
that occupy them in the offline world. At the same time, the dispositions
and social learning that kids pick up in gaming are not completely cut off
from their real-life learning. Douglas Thomas and John Seely Brown (2007)
explore this dynamic in their discussion of “Why Virtual Worlds Can
Matter.” They suggest the notion of “conceptual blending,” in which
players blend their understandings of online and offline. “The dispositions
being developed in World of Warcraft are not being created in the virtual
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and then being moved to the physical, they are being created in both
equally” (15). They conclude: “These players are learning to create new
dispositions within networked worlds and environments which are well
suited to effective communication, problem solving, and social interaction” (17).
Following from Thomas and Brown, we also believe that the important
learning outcomes of mobilized gaming cannot be reduced to an issue of
transfer of knowledge or skills. Knowledge, competence, and dispositions
are developed in the contexts of intense collective social commitments.
These commitments can be so strong that they compromise commitments
to other social groups and activities, whether they are family, offline
friends, or school. At the same time, it is important to recognize that these
forms of gaming represent opportunities to experience collective action
and to exercise agency and political will. This genre of game play involves
jockeying for power, status, and success within competitive game play with
others with whom one is deeply connected. As Thomas and Brown suggest,
these forms of collective action in gaming worlds can function as training
grounds for collaborative forms of work and social action.
Augmented Game Play
As games get more complex, and gaming culture gets broader and deeper,
players increasingly engage with a wide range of practices that relate to
knowledge seeking and cultural production through games. We call this
genre of gaming “augmented game play”—engagement with the wide
range of secondary productions that are part of the knowledge networks
surrounding game play. These include cheats, fan sites, modifications,
hacks, walk-throughs, game guides, and various websites, blogs, and wikis.
In her book on cheating in video games, Mia Consalvo (2007) suggests a
notion of “gaming capital” to understand the broader cultural context in
which gaming knowledge and expertise are negotiated. She positions the
development of various cheats and cheat codes in games as part of a much
longer history in the “paratexts” surrounding gaming—texts that help
gamers gain knowledge and interpret the culture of games. In our genres
of game play, cheating and engaging with these paratexts is part of what
we consider “augmented game play,” the engagement with the peripheral
and secondary texts made about and with games. Paratexts, in the form
of game magazines, have been part of gaming since the early years of
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console gaming. As the gaming community has moved to the Internet, the
volume of secondary production and information related to gaming has
expanded exponentially, as has the social organization of online gaming
communities. The advent of accessible video-editing tools has also created
new forms of player-generated content such as machinima and videobased game walk-throughs. While it is beyond the scope of this chapter to
delve into details of the world of player-generated content (see for example
Hertz 2002; Lowood 2007), we would like to describe some of how young
people engage in these augmented game play practices, both as creators
and consumers of player-created content and knowledge.
Most players engage with augmented game play as consumers of the
work of other players or of the cheats and modifications embedded in
games by the developers. In our work, we did not encounter any kids who
created their own cheat codes or walk-throughs, but we do have indications that access to cheats and other secondary gaming texts was common
among kids. In Lisa Tripp and Becky Herr-Stephenson’s study of Los Angeles
immigrant families (Los Angeles Middle Schools), Herr-Stephenson had the
opportunity to see how cheat codes operated in the everyday game play
of Andres, a twelve-year-old Mexican American. In her field notes she
writes,
Andrew picks up his controller and pulls a sheet of folded notebook paper from his
pocket. On the paper are written about a half dozen cheat codes for the game. He
glances at it and decides that he first needs to “get the cops off [his] back.” This
code he knows by heart and he enters the series of keystrokes that make his character
invisible to the police officers in the game. Then, he tries the new code and is excited
when his bank balance jumps up about $1,000. Then, he jumps in a car and takes
off. When he crashes that car, he jumps out and quickly enters a string of keystrokes
from memory. The car is instantly restored to perfect condition. I ask him how he
learned the codes he has memorized and where he got the list of new codes. He
tells me that there are some older kids who live in his apartment complex who give
him the codes. He also has two older cousins (high-school age) who play the game
and have given him some of the codes. When I ask if he thinks using the codes is
cheating, he looks confused. I don’t think he’s ever thought about it as cheating
(despite calling them “cheat codes”) and instead just thinks that such codes are a
normal part of game play.
What is interesting about this case is the degree to which cheat codes have
been integrated as a commonsensical part of game play and have found
their way into the hands of a player who does not have access to the
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Internet as a way of easily accessing this kind of information. Cheat codes
are a kind of gaming capital that circulates among game players in a peerto-peer fashion and that is now an established part of the social and
cultural economy of gaming.
Consalvo (2007) describes a wide range of attitudes that players have
regarding what constitutes a cheat, and what an appropriate way of using
cheats is. We saw similar diversity in our work. Players all realized that
there were ways to work around the formal constraints of the game by
using augmented and external game resources. Opinions varied as to
whether players liked to use cheat codes or to what extent they should rely
on strategy guides and walk-throughs. For some players, simply using
strategy and hint guides constitutes “cheating” in a game. Peter, a thirteenyear-old from San Bruno, California, said,
When I play games on my PlayStation 2 I usually look for strategy hints and guides
on sites like GameFAQs, but I only use them when I cannot kill a particular monster
or I am stuck somewhere. I mean, I know that this is a kind of cheating, but when
the game becomes too frustrating or long, I feel that I need to move on. (Bittanti,
Game Play)
While Peter thought that it is a kind of cheating to look at a strategy guide
when he is trying to beat a game on his own, he also enjoyed engaging
with cheats as a playful activity in its own right. “Sometimes I look for
cheats not to beat the game but to fool around and do funny things.”
Cheats are the quintessential form of messing around that has accompanied electronic gaming since the early years in the 1980s. Today, these
forms of messing around are a well-established part of gaming culture
for kids, and processes of subverting the official rules of a game are
commonplace.
Another dimension of augmented game play is the customization and
modding of games. In the early years of gaming, the ability to do playerlevel modifications was minimal for most games, unless one were a gamer
hacker and coder, or it was a simulation game that was specifically designed
for user authoring. Today, many games come with the ability to create a
custom avatar and customize the game experience, and some players
see these capabilities as one of the primary attractions of the game.
Games such as Pokémon or Neopets are designed specifically to allow
user authoring and customization of the player experience in the form of
personal collections of unique pets (Ito 2008b). This kind of customization
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activity is an entry point into messing around with game content and
parameters.
In Laura Robinson and Heather Horst’s study of Neopets, one of Horst’s
interviewees (Asian-American twelve-year-old) described the pleasures of
designing and arranging homes in Neopets and Millsberry Farms. She did
not want to have to bother with playing games to accrue Neopoints to
make her Neohome and instead preferred the Millsberry Farm site, where
it was easier to get money to build and customize a home. “Yeah, you get
points easier and get money to buy the house easily. And I like to do interior design. And so I like to arrange my house and since they have, like,
all of this natural stuff, you can make a garden. They have water and you
can add water in your house.” Similarly, Emily, a twenty-one-year-old from
San Francisco, told Bittanti (Game Play): “I played The Sims and built
several Wii Miis. I like to personalize things, from my playlists to my
games. The only problem is that after I build my characters I have no
interest in playing them, and so I walk away from the game.” Kenny, a
twenty-one-year-old from San Francisco, described messing around with
the editing tools in different strategy games:
I remember, when I was younger, the editing tools that came with StarCraft and all
the hours I would spend crafting campaigns and single-player missions, or the
multiplayer maps I would develop for Command and Conquer: Red Alert for my
friends and I to play on. Oftentimes I spent more time outside of the game, crafting
my own complex story lines and campaigns than playing the actual game itself.
With players such as Kenny, who are messing around with modding
outside the parameters predetermined by the designers, augmented game
play can turn toward more geeked out activities. Rather than working
within the parameters of the game, as in the case of building a neohome
or a home in The Sims, more geeked out game customization means actually hacking and rewriting the rules or creating secondary productions that
are outside the sanctioned game space. These activities are tied to much
more specialized forms of technical knowledge. For example, one of the
participants in Patricia Lange’s YouTube and video bloggers study is a white
eighteen-year-old who is involved in the MUD and MUSH10 gaming communities. Although he learned Java in high school, he says he learned C++
and C through his modding activities. Box 5.4 gives another example of a
player highly committed to the creative side of augmented gaming. As
described in chapter 6, these kinds of secondary productions can become
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intensely consumed within some circuits that rely on specialized forms of
production knowledge that are outside the kind of gaming expertise centered on game play itself. Even within the technical communities of video
making, machinima makers are a highly specialized lot. Not only does the
making of the videos require intimate knowledge of game mechanics and
video editing but also the content of the videos often references highly
esoteric details. One of Dan Perkel’s interviewees (MySpace Profile Production), Aaron, a fourteen-year-old white Armenian male, was involved
in the production of machinima for Battlefield. He is part of a community
that specializes in filming stunts in the game. Each video generally involves
about twenty people. Although it used to be easier to get into the group,
he says that now new applicants have to have “a talent” such as video
editing or using Photoshop. Playing Battlefield and participating in his
machinima got him interested in digital production and other artistic
hobbies he is involved in.
Box 5.4
Machinima: From Learners to Producers
Matteo Bittanti
Tom is a twenty-year-old machinima maker who lives in the San Francisco
Bay Area. His family is originally from Boston, and both his parents are
educators. “I have always been fascinated by visual media,” Tom said,
“and machinima offered me the perfect opportunity to combine my two
greatest passions, cinema and video games.” He elaborated: “When I was a
kid, I was blown away by Star Wars. It was, for me, a true epiphany. After
watching it, I decided I would become a filmmaker. . . . Then I discovered
video games, which I consider cinema’s natural progression.” “Machinima”
is a term used to describe animated films created using game engines and
game play footage. In 2006, Tom spent approximately eight months (“from
beginning to the end”) working on an ambitious film that re-created one of
Julius Caesar’s most famous battles. “It was much harder than I thought,”
confessed Tom, “also because it was my freshman year in college and I was
taking many classes.”
He worked an average of two hours per day, seven days a week. “I could
not devote more time to ‘the cause’ because I was studying at the same time
and I did not want to compromise my grades.” School has never been a
problem for Tom. “I love studying but also doing side projects that are tangentially related to the things I like.” What he likes most about these “side
projects” is that they allow him to be “in complete control”: “I also felt that
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working on something so complex like a movie could have helped me to
learn not only new skills but also about myself.” Tom never talked about
video games in terms of “gamer guilt”: “I never felt that playing a game was
not culturally valid: I really don’t see any difference in watching a movie and
playing a game. They could be both very enriching experiences.” However,
Tom is not a fan of television. “That does feel like a waste of time.” In his
media hierarchy, television is at the bottom because “it is so dumb” and “never
really asks the viewer to do any effort.” Machinima making, on the contrary,
was intensely creative.
To describe the process, Tom frequently used words such as “persistence,”
“perseverance,” and “tenacity.” “I have never felt that I was going to quit,
but I must admit that I underestimated the time and effort that it takes to
make something good.” Tom’s biggest fear was to be perceived as “the lazy
kid,” “the flaky one,” somebody “who cannot finish what he started.” When
he first announced to his friends that he was making an animated movie
using video games, he felt that “bailing out of the project would have been
catastrophic [laughs].” What drove him to complete his film was “a mixture
of ego, stubbornness, and excitement.” He added: “I kept telling myself: Don’t
give up on me, don’t give up on me.” Tom is fascinated by the Roman Empire
(some of his favorite books are The Decline and Fall of the Roman Empire
series by Edward Gibbon) and he was surprised to see that very few games
focus on this particular historical period. “There are millions of titles set in
the future, like Halo, or during World War II, like the Call of Duty series, but
almost nothing on the ancient Rome.”
To re-create historical battles, Tom resorted to Total War, a very popular
strategy game for the PC. It was an unusual choice for a machinima: in
fact, most authors use first-person shooters or simulations such as The
Sims. Tom wrote the script in two days, but he faced a daunting task.
He needed to obtain the necessary game footage to construct a long and
complex story. While most machinima last a few minutes, his intention was
to create a one-hour film, quite an ambitious goal for a first-time effort. Producing a machinima requires technical and social skills: One, one has to
collect the appropriate footage from a game. Such content needs to be edited.
Convincing dialogues and/or proper subtitles need to be added. The implications are twofold. First, creating a machinima is much more complex than
just “playing a game”—the gamer becomes a director. The implication or
prerequisite is that the creator needs to understand the language and conventions of cinema as well as the inner workings of a video game. He also assumes
the role of a skilled technician able to master sophisticated applications such
as Final Cut Pro or Vegas. But personal expertise is not enough. Second, after
he collects all the raw material, the production process becomes intensively
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collaborative, since each character of the game speaks with the voice of a
different human being. “Machinima is a bit like puppeteering: There is always
somebody pulling the strings of a doll. There is always a real person behind
the simulation.”
Tom recruited his roommate and his friends to play the roles of the
different Roman soldiers. “Coordinating and managing ten, twelve people
at the same time was not easy, but that helped me to grasp the complexity
and nuances of teamwork.” The result of Tom’s efforts is a forty-minute
animated film (“the director’s cut,” as he called it) that has been freely distributed online. Some loved the movie; others accused it of being “Too
Hollywood-ish.”
I received many letters of support, but others, inevitably, disagreed, and wrote harsh
comments on my Internet Archive page. It felt I had to respond, to defend “my baby,”
you know. Now I would not probably do it; I would just let the film speak for itself,
but discussing my intentions with other readers helped me to understand more
about my creative process even though I still oppose their ideas of what machinima is
or should be.
Tom thought that such creative production was “empowering” and “overall,
fun.” “It’s the feeling of deep satisfaction that you get when you build something from scratch.”
When suggested to Tom that machinima is comparable to a remix practice,
a bricolage—since most of the content is already available—he disagreed:
“The process required to transform game play into a coherent narrative is an
act of creation in itself. It’s not just a matter of reassembling what’s out there.
And that happens in games because game play has a potential for infinite
innovation.” Tom is now working on a new machinima. “I’ve learned so
much from my previous experience,” he said, “and now the production
process has become smoother and faster. I started with a complete storyboard
this time and created parts for specific people that I had in mind. In a sense,
the infrastructure is now already in place.” I asked him if he thought that the
skills he had learned with machinima could be transferred to other contexts.
“Absolutely! To create a machinima I had to learn editing, sculpting, but also
I had to learn how to manage people and cooperate with them efficiently. It
was both a personal project and a collective effort.”
He quickly added: “The funny thing is that now I can’t watch movies like
I used to do before, you know, naively. . . . I am aware of the camera, the
angles, the cuts. . . . I imagine myself reediting the films as I watch them.”
Tom plans to move to Hollywood after graduating to fulfill his dream of
becoming a film director. “I did an internship last summer in a Los Angeles
studio. It was exciting. This is the direction I intend to take after I’m done
with school.”
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Tom’s case shows how video games can become tools of production for
students eager to combine the literary (the Decline and Fall of the Roman
Empire series) and the visual (film). Rather than being alternative to traditional
learning practices, digital games can become complementary and enriching
educational experiences: the pedagogic values of such practices lie not only in
the information apprehended but also (especially) in the technical, social, and
personal domains that they entail. Above all, creating a machinima allowed
Tom to be apprentice and producer, learner and circulator of meanings.
The activities of augmented gaming are highly varied, and in comparison
to the other genres of gaming practice we describe, are a less clearly defined
category of practice. We have included practices varying from gamestrategy guides to secondary fan productions, cheats, and customization.
What is common throughout all these practices is an orientation that
points outward from the competitive practices of game play toward engaging more broadly with gaming culture. In her study of Yu-Gi-Oh! play,
Mizuko Ito (2008b) suggests that these practices of personalizing games
and engaging with the viral knowledge exchange surrounding games are
key sites of learning and “hypersocial” exchange. Through games, kids
engage in sophisticated forms of knowledge exchange in a context where
they are personally invested and identified. This is not about a generic
position of spectatorship but rather an active subjectivity where gamers
can acquire unique, esoteric knowledge tailored to their interests, and
develop their own custom content as part of this engagement. This kind
of relationship to media content is a quality that has been present in
fandoms surrounding traditional media, but it is much more pervasive in
interactive media formats. This orientation toward remaking and customizing media is in many ways a hallmark of the digital era and a key training
ground for learning critical engagement with media; it is also a pathway
into various forms of creative production, which we describe in chapter 6.
Flows and Boundaries of Gaming
Gaming has been at the center of ongoing cultural debate over what are
appropriate forms of media for kids. A substantial part of this debate has
included discussions of age and gender appropriateness. In our discussions
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with parents and gamers, we have found a range of perspectives on boundaries of game play, how kids should move in and out of game engagement,
and what kinds of identities kids formed with games. This is the cultural
context in which the practices of game-related learning and development
unfold. Before we conclude this chapter, this section reflects on the genres
of gaming practice we have analyzed to consider the broader social and
cultural contexts that frame game play and how kids move in and out of
participation with gaming and particular game genres.
Boundary Work and Gamer Identity
Throughout our discussion of gaming genres, we touch on issues of gamer
identity, particularly how gamer identities intersect with gender and geek
identities. This identity work differs depending on what forms of gaming
practices are at play. While killing time and hanging out forms of gaming
tend to have more inclusive identity profiles, recreational gaming and
more mobilized forms of gaming tend to be more exclusionary and strongly
associated with male geek identity. Within the genre of practice that we
have called augmented game play, the practices associated with aesthetics
and design tend to be gendered female, while those relying more heavily
on technical expertise tend to be gendered male. These gender dynamics
are not surprising given our existing knowledge about gender and games
(Cassell and Jenkins 1998; Kafai et al. 2008). To understand how these
broader structural distinctions and divisions are produced, we need to
understand how they emerge through different forms of play and talk.
Producing particular forms of gamer identities is a form of “boundary
work.” Almost without exception, kids we spoke to engaged in some forms
of gaming, but they have well-developed discourses for distinguishing different kinds of game play identities. Players who engaged in the killing
time and hanging out genres of gaming often described their enjoyment
of games, but they do not move beyond these more casual forms of
gaming. These forms of gaming are considered everyday, unremarkable
activities that are part of using computers and entertainment centers, and
they were the most pervasive forms of game play that we encountered.
The boundary work of creating gamer identity involves constructing
boundaries between gamers and nongamers, and kids who engage in
killing time practices are not generally considered “gamers.” Among boys,
certain genres of gaming were ubiquitous and socially acceptable. These
genres included sports games and FPS games such as Counter-Strike and
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Halo. Among girls, the dominant social norm was that it was not socially
acceptable to be identified as a gamer. In danah boyd’s study (Teen Sociality
in Networked Publics), she interviewed two kids who talked about some
of the gender dynamics around gaming. Catalina, a white fifteen-year-old
from Texas, and Jordan, a Mexican American, also fifteen and from Texas,
do not really play video games, but Jordan would love to get a PlayStation
3 because she thinks that Dance Dance Revolution (DDR) looks fun.
Catalina: Occasionally, I play with my brother just like one game once a
month but that’s it.
danah:
Does he play a lot more than you do?
Catalina: Every day.
Jordan: He’s a boy.
danah:
Why do you say he’s a boy?
Jordan: I don’t know any girls that play video games.
Catalina: I know a few that do.
Jordan: Really? Not like a lot, though.
Catalina: It’s stereotypical but . . .
Jordan: Yeah, but it’s kind of true.
Catalina: It’s really very stereotype but it is true for the most part.
Jordan: They’re all like war games, a lot of them. Like I don’t care to
play . . .
Catalina: Yeah, the girls I know that play video games don’t play war
games and stuff.
Jordan: DDR, Mario Kart, and stuff like. Like Rachel will play video games
sometimes.
Catalina spells out the cultural assumptions about gaming in their
friendship group. Although girls might play some of the genres of gaming
associated with hanging out genres, the genres associated with recreational
gaming tend to be associated with boys. These distinctions are played out
in the everyday kinds of boundary work that kids are engaged in. Dan
Perkel (The Social Dynamics of Media Production) spoke with Shantel, an
African-American high schooler, who told him a story of how she was
relegated to the margins of boy game play:
Shantel spent the weekend with her cousins, “all boys!” She said that all they do is
play video games. I asked her if she got a chance to play. She told me about a trick
they played on her. They gave her the controller and didn’t really tell her how to
play. And then when she scored they got all excited for her. But, it turns out, the
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other boy was playing against the computer and Shantel wasn’t controlling anything. She looked mad when she told this story, or at least frustrated, because she
really did want to play. I asked her if she ever did get to play and she said that she
did. She said that it was hard to figure out the controls (well, she said something
about all of those buttons and that she didn’t know what to do). But when she said
that she scored two touchdowns, she was smiling.
Gamers of the recreational and mobilized variety are often militant and
vocal about their passions and can put down other players they do not see
as gamers. Recreational gamers are serious hobbyists who are committed
to learning and honing their game play expertise. They are engaged in
both messing around and geeking out on their gaming hobbies. This can
appear as obsessiveness to nongamers, and their practices can be exclusionary to “noobs” (beginners, short for “newbies”). This is not the more open
and accessible mode of gaming that we see in the hanging out genre. One
young woman Matteo Bittanti interviewed for his Game Play study, Lynn,
a twenty-one-year-old from Santa Rosa, California, described her younger
brother’s game play with a popular online first-person shooter, CounterStrike, as a space that was highly social and that he was invested in in a
way that was inaccessible to her.
My younger brother has been playing Counter-Strike on our home computer since
late 2003. . . . There have been times where I have just sat in our computer room
and watched him, so I’ve seen these player interactions for myself. . . . For example,
Luke’s screen name is NubMuffin, because, well, he likes muffins, and thinks it
sounds good (whether there is another reason, he chose not to tell me). It really has
become a second name for him, because even when playing under a different
moniker, his friends still refer to him as “muffin,” even on Xfire (where his name
is currently “Saddam got pwned!”). And then his Counter-Strike clan was called
“teh_noobz.” Both are examples of insider language, and both are interesting as
they present a false identity to other players. “Nub” and “noobz” pokes fun at how
new players are targeted, and partially disguises the ability of the players. I believe
this secondary identity is one of the primary reasons he returns to Counter-Strike
again and again. I can see the attraction in improving your standings, taking advantage of environment glitches, or using the surfing or Warcraft mods. However, his
online identity exists apart from the physical, and he has built [it] up outside of
his local friends and family. When I watch my brother yell, laugh, and react to his
friends through the game talk, teamspeak, and Xfire, it’s not the brother I deal with
day-to-day. He’s a much gruffer person.
The kind of game play that Lynn described here contrasts with hanging
out modes of game play that are more accessible; here her brother is relying
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on insider knowledge and expertise and a social network that is primarily
interest-driven rather than being grounded in the local given relations
of family and local friends. NubMuffin is a gruffer, more masculine
identity than the one Lynn interacts with every day, and he goes online
to find a peer group that supports this more specialized form of practice
and expertise. Just as a stadium or auditorium provides a space where a
kid might develop an alternative identity as an athlete or a performer,
game spaces provide contexts bracketed from their primary, everyday contexts and identities. Lynn’s discussion also indicates the role of the spectator in these performances as well as the gendered nature of the spectator
role in gaming. Bittanti (Game Play) finds similar dynamics at work in
another interview with nineteen-year-old Mary, who also watches her
brother play.
I never really understood what was so great about Counter-Strike. Watching my
brother play obsessively might have caused me to turn away from the game because
it felt overrated and typical boy genre (and the graphics weren’t that appealing at
the time either). Typical as in aimlessly hunting down other people, shoot and kill,
rake in the points, et cetera. When Counter-Strike’s popularity reached its peak, I
watched my brother play this game a couple times and he explained to me the basic
rules and goals and such. After a couple rounds, I noticed how the players were
chatting to each other and I had no idea what some of the words meant, like “lag,”
“owned,” “pawned,” et cetera. Eventually, I got pulled into the game as my brother
got popped by the same guy a couple times in a row and he was desperately trying
to get revenge, ha ha.
In this example, Mary positioned herself as an outsider to her brother’s
practice, not understanding “what was so great about Counter-Strike” and
describing it as a “typical boy genre.” At the same time, she was interested
enough to play a spectator role, and she got drawn in as a support person
to her brother’s play. This dynamic has much in common with the stereotypical role that girls have played in relation to more masculine forms of
sports, that of the spectator and cheerleader (Adams and Bettis 2003;
Shakib 2003).
For the boys who do engage in the more geeked out forms of game
play, relationships that kids build through recreational gaming provide a
space for socializing that is an alternative to the mainstream status regimes
that boys navigate in their everyday lives. One white thirteen-year-old, an
avid gamer in Heather Horst’s Silicon Valley families study, noted: “Well,
as far as sports and music go, I’m not that big of a person on those. I am,
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I think, by definition, a geek. The main things I actually normally do are
either homework-related or video games or hanging out with friends.”
Similarly, a fifteen-year-old of Egyptian descent in danah boyd’s study
(Teen Sociality in Networked Publics) described sport-related identity and
gaming identity as distinct from each other. “I’m not really much of a
sports person. So it’s pretty much the games and systems and that’s pretty
much it, although I don’t really own any systems right now.” As a genre
of practice, engagement with recreational gaming parallels much of the
social activity and identity play that young men have historically developed through sports, but there is an important difference in how these
activities are culturally identified. Like gaming, sports are interest-based
activities that are strongly gendered and focused on competition and performance; the difference is that the identities and reputation cultivated in
sports translate to status in the mainstream friendship-driven popularity
negotiations in a way that gaming identities do not (Edley and Wetherell
1997). Although we found that it was socially acceptable for mainstream
boys who were popular within their local friendship-driven networks to
engage in recreational gaming, kids who were more deeply involved in
recreational gaming tended to self-identify as “geeks” rather than boys who
are into sports.
Among recreational gamers, those who identify with the first-person
shooter genres, which have been demonized by the mass media, see
their interests in oppositional terms with those of mainstream culture.
Players tend to reject some forms of gaming considered “too mainstream,”
such as the so-called casual games typical of killing time practices.
Matteo Bittanti (Game Play) spoke to one player of these games, twentyone-year-old Steven, who was particularly articulate about these oppositional stances.
Society as a whole looks down on video-game culture because they see it as a collective of geeks or geeky guys who live their lives through virtual reality. They judge
video gamers on the basis that they could be doing something more productive or
essentially more creative with their lives. Ninety percent of these people have never
picked up a controller for themselves and [need to] just let go of stereotypes. They
haven’t allowed themselves to be submerged into a culture about pushing boundaries and storytelling and character development and scenery exploration. They don’t
allow themselves to be a part of the creative genius or problem solving. They are
only a part of the judgmental side of society.
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Young adult players such as Steven are part of the definition of the subcultures of forms of gaming, ones based in a certain kind of gamer pride
and defined against mainstream norms. Players of first-person shooters are
demonized by the mainstream because of the violent content of the games.
By contrast, MMORPG players are often stigmatized as being socially marginalized. Although FPS and sports games were fairly ubiquitous among
boys, it was rare for us to find MMORPG gamers in the mainstream teen
demographic. This is partially due to the cost involved, but there are also
important cultural distinctions between gamers. Here the discourse revolves
around commitment of time and energy to the online world, and both
those on the inside and outside of these practices often describe them in
these terms. For example, in her YouTube and video bloggers study, Patricia
Lange interviewed an eighteen-year-old who was an avid gamer but who
says he does not play World of Warcraft because role-playing games “suck
up too much time.”
In an interview with Katynka Martínez (High School Computer Club),
Altimit (an eighteen-year-old Filipino American) and Mac Man (a seventeen-year-old Filipino American) distanced themselves from the “real,
dead, hard-core” MMORPG player in a discussion of the World of Warcraft
(WoW) South Park episode.
Altimit: Because there’s a couple of kinds of gamers. There’s me, I’m hardcore semi.
Katynka:
Hard-core semi.
Altimit: Then there’s the real, dead, hard-core ones, which I can’t even
kill. I know them, trust me.
Mac Man: And then the casual one.
Altimit: The casual ones, and medium ones. The hard, the ultra-hard-core
ones are like those in WoW, the one that we saw in the South Park.
Mac Man:
Yeah, the . . .
Altimit: The guy.
Mac Man: Yeah, the guy.
Altimit: No life. He has everything. He goes to buy, he has Dungeons and
Dragons. Stuff, food. He’s like all day . . .
Mac Man: He has all this sodas and stuff around.
Altimit: Yeah, he has in a single room.
Mac Man: It’s like a beast in there.
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Altimit: Yeah, he doesn’t go anywhere. He just stays there. Everything’s
just there.
Katynka:
Do you guys know any of these people, like in real life or do
you just know that they exist?
Mac Man:
I know them in . . .
Altimit: I don’t know that they exist . . .
Mac Man: Yeah, they never get out of their house. Yes. They stay there
all day.
Although the boys refered to ultra-hard-core gamers who have “no life”
and are “like a beast,” Altimit admired “real dead hard-core” players who
are highly skilled at shooters. He suggested there is a difference between
gamers who let games control their lives and those who use their skills to
acquire money and status. A player who is able to balance game play with
other dimensions of life and still succeed is “normal” in his view, compared
to the guy who sees the online game as his whole life. The former is the
kind of gamer with whom Altimit would like to identify. As described in
box 7.3, Altimit admires a professional first-person shooter player he
described as “the best gamer in the world.” Unlike MMORPGs, first-person
shooters have subcultural capital as a form of gaming that relies on masculine performance and virtuosity that provides high status among most
teenage boys.
A final form of boundary work deserves mention—the issue of generational differences in understanding of games. As described in chapter 4,
we saw some instances of hanging out gaming that would involve parents,
but for the most part, gaming was the province of kids. Even when gamers
talked about playing with their parents, it was almost always in the genre
of hanging out, not the more geeked out forms of game play that rely on
mutual respect and expertise. We can expect, as members of the current
gaming generation start raising their own children, that these dynamics
will start to change. For example, one participant in Mizuko Ito’s Anime
fans study was a serious gamer, even competing in major tournaments,
and acted as a gaming mentor and hero for his son. Further, with the
popularity of platforms such as the Wii and the Nintendo DS, we can
expect more intergenerational sharing around gaming. At the same time,
the rapid rate of technology change with regard to gaming is likely to
continue to produce a generation gap in gaming experience, even for
parents who are avid gamers. The processes of distinction that core gamers
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engage in, defining their practices in opposition to mainstream culture,
are likely to continue to produce an elite geeked out gaming culture that
will be out of reach to most of the older generation.
The different forms of boundary work, of making distinctions between
different kinds of gaming identities and between the world of gaming and
mainstream culture, demonstrate how varied kids’ game-play experiences
are. When considering how games contribute to learning (of both the
celebrated or demonized variety), we need to be specific about which forms
of gaming and gaming identity we are referring to. Gaming practice is
articulated in relation to the broader cultural and social dynamics of youth
culture. Some of the most important outcomes of geeking out on games
are experiences of mastery that translate into identity and status within
peer groups that care about gaming and technical expertise. When one
considers these dimensions, gender becomes important not only in terms
of gender representation in video games but also in terms of participation
in certain social, cultural, and technical worlds. As gaming becomes
increasingly central to young people’s socialization into networks of
technology expertise and learning, the persistent gender gap in recreational gaming is problematic. Although we are seeing a broadening base
of participation in the killing time and hanging out genres of gaming,
recreational gaming is still a male-dominated sphere.
Transitions
Our descriptions of genres of gaming practice and identity provide us with
a vocabulary for discussing trajectories of learning and participation with
games. As we discuss in chapter 4, parents often make determinations
about what is age appropriate when making decisions about game access.
Recreational and mobilized forms of gaming generally peak in the early
teen years, when parental prohibitions have been relaxed but before kids
are fully transitioned into a focus on dating and peer-status negotiations
that characterize the later teen years. When a teenager starts to transition
to adulthood, or starts college, video games are often left behind (Bittanti,
Game Play). Mary, a nineteen-year-old from Alameda, California, said: “I
guess when I went to college [I gave up gaming]. I did not have enough
time to socialize and still play games and most of my friends were into
MySpace and Facebook and so I stopped playing altogether.” For others,
such as Chris, a twenty-nine-year-old from San Francisco, quitting gaming
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was work related. “When I joined my business firm, I did not have to play
anymore to ‘feel powerful,’ you know. I had ‘real’ responsibilities and goals.
Also, my free time decreased dramatically and spending hours in front of
a screen just felt wrong.” Although many gamers persist in their hobby
despite the crush of real-world accountabilities, many gamers also report
moving out of engagement when they thought that it was no longer productive or that it was interfering with other responsibilities.
In retrospective discourses of game play, the more geeked out forms of
gaming are associated with a period in one’s life when one has time to
waste. Dave, a white seventeen-year-old from rural California Christo Sims
interviewed (Rural and Urban Youth), reflected on an earlier game “addiction” from when he was in seventh grade to distance himself from that
moment in his life. He described how he was highly involved in The Sims,
and that it was “bad” and “addicting.” He says of the game that “it’s kind
of creepy now that I think about it.”
Dave Cody:
I played it for hours every day; that’s actually the only thing
my parents have ever taken away from me.
Christo: Oh, really?
Dave Cody: Yeah.
Christo: And why?
Dave Cody:
I was just like a zombie. I was just logged on to it and I’d be
there for hours, hours on end and it was horrible. I couldn’t walk away
from it . . . .
Christo: Uh-huh, and what was the, you said you sort of had a system
for it or something?
Dave Cody:
Uh, yeah, that was weird, I just had a, like certain points
where people would sleep and stuff like that. I don’t know how to put it,
like certain people would make breakfast for people in the morning and
stuff like that. I got way into it. It was, no it was gross. I wish I’d never got
that far into it, but I just had way too much time on my hands.
Christo: Uh-huh. Why do you think it’s gross, though?
Dave Cody:
Just the fact that you get so far into someone else, like a person
who’s not even real, like you try to control their life, like playing God
almost, you know? It’s like, I don’t know. . . . It’s not normal, I don’t think.
When Christo interviewed him, Dave Cody was a starting football player
at his high school, and though he played sports games, he distanced
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himself from the more feminine forms of recreational gaming he had been
involved in earlier. Playing with The Sims was not a genre of gaming that
was a suitable transition to the more mainstream forms of male sociability
and identity of his later teenage years.
In the case of Dave Cody, his earlier forms of game play were out of
alignment with the social identity he wanted to maintain in high school.
MMORPG players, particularly those who are involved in competitive
guilds, need to make hard decisions about whether their lives and identities
outside or inside the game take priority. Commitments to competitive
guilds are highly demanding of players’ time and attention. Ryukossei,
the ninteen-year-old Asian-American in Rachel Cody’s study of Final
Fantasy XI, described how he had to quit the game to deal with real-life
commitments:
I quit because, I get very emotional as I talk about this. Nah, I’m just playing,
I’m just playing. I quit because of school, pretty much. It was right when I was
about to take that break and I was, like, right when the semester was going to
end, I was, like, I know my parents would never let me play any games ever because
they would probably know that it would be the game’s fault that pretty much did
it. And it was . . . And the majority was the game that got me to drop out. But I’m
not going to blame it all on that ‘cause it was my fault too. So that’s pretty much
why I quit.
Another player Cody interviewed, twenty-year-old Kalipea,11 reflected on
the time in her life when she was immersed in game play.
Like when I played, I played. That’s all I did. I would go to school, I would come
home, I would eat while playing, and then I would go to sleep, I’d wake up, I’d
check my fricken auction house, go to school, go home, eat while playing, play for
all night, and that was it. I wouldn’t go out with friends, I wouldn’t have friends
over, and I wouldn’t hang out with my roommates, which they hated last year and
this year until I quit. I would once in a while, but in general if they were like, “Oh,
do you wanna go out to the bar; go out drinking?” I’m like, “No, I wanna play.” Or,
“I don’t feel good” and then stay home and play. I would always make up something. . . . I was really addicted.
She went on to describe how she eventually left the game as well as
most of the relationships she had fostered online. This discourse of
addiction and “recovery” is a theme that emerges among players who
were formerly immersed in gaming. Their earlier social context, in which
gaming was dominant, is framed as unnatural and compulsive; they
have switched frames to a more mainstream notion of social health.
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Players who have left the game have difficulty reconciling whether that
time spent playing was time wasted or simply a moment in their lives that
they were investing in a different set of relationships and commitments.
Another one of Cody’s interviewees (twenty-six-year-old white male)
reflected:
Wurlpin:12
Yeah, it is a lot of lost time. Well, let me rephrase that. It is a
lot of time dedicated. I could never say it is lost time because there was a
lot of memories and it took me to a lot of places and I am very happy with
how it all went, but it is also, it is a lot of time.
Rachel: It is a lot of time when you think about what you devoted.
Imagine if you spent that much time in school?
Wurlpin: Exactly [laughs]. And that is exactly the case. It is kind of like
you start to think to yourself, “Well, what else could I be doing? Yes, I am
making memories, but how else can I be more productive or how else can
I do something better for myself?” So like I said, it wasn’t lost, but it was
definitely, um, invested.
It is clear that we are entering an era in which gaming is not an activity
confined to a particular life stage. At the same time, our interviews with
gamers of different ages demonstrate that there are clear ebbs and flows
to gaming activity, and players may move in and out of more intensive
forms of gaming practice. As a focus of hanging out social activity,
gaming becomes a way of moving into practices of messing around and
geeking out with new media. As youth move away from more homecentered sociability of early childhood to a moment when the peer group
starts to take over, and youth become interested in romantic relationships,
there is an initial shift away from recreational gaming practices. In a
similar move, older players may move away from their intense interestdriven forms of gaming practice when the demands of adult responsibility
set in. This is particularly true for gamers who are engaged in the more
organized forms of gaming that entail a high degree of social and time
commitment. Although killing time forms of gaming are easy to maintain
in the margins of other life responsibilities, the more geeked out forms of
recreational gaming, organizing and mobilizing, are more difficult to maintain. Regardless of whether kids sustain a strong gaming interest or interestdriven peer groups around gaming, when kids pass through more geeked
out gaming practices, they have picked up certain dispositions toward
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technology and interest-driven learning that are not characteristic of
hanging out and killing time genres of gaming.
At the same time, we have seen many interest-driven gamers who are
sustaining their hobbies into adulthood and who are able to balance reallife and gaming commitments. We have seen instances in which hardcore gamers will move to a different form of interest-driven activity,
transferring their passionate engagements into other hobbies. They talk
about not having time to game during times in their lives when they have
other pressing responsibilities, or are engaged in a different hobby, but
they plan to return to gaming at some point. Gamers will bring their
interest-driven and geeked out dispositions to other kinds of media engagements. Many of the anime fans Mizuko Ito interviewed were active gamers
and described how they divide their interests between their hobbies or
decide at certain times in their lives that they will focus on one or another.
Much like traditional hobbyists will decide to focus on a project intensely
for certain periods, recreational gamers will move in and out of intense
engagement depending on game releases, their social gaming activity, or
the other rhythms of their lives.
Conclusion
This chapter describes different genres of gaming practices and the discourses that create boundaries between various forms of game play, and
we analyze them in terms of issues of learning and development. Our goal
in this discussion is to begin to tease apart the diversity of practices and
identities that often get lumped under the gaming label. This chapter is
more suggestive than conclusive with regard to the learning outcomes
of engagement with a wide range of gaming practices. We can, however,
venture some initial conclusions with regard to the general findings of
our work.
Our work is not focused on issues of gaming representation and content
learning, but we focus on the broader social and cultural ecology that
contextualizes game practice. We emphasize the importance of cultural
genres of game play and how they intersect with identity formations such
as geek and gender identity. Where we find some potential issues of concern
are not in issues of game addiction and alienation but rather in the
inverse—the issue of exclusion from certain forms of gaming. In line with
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research on gender and games, we found that there is a persistent gender
gap with regard to participation in forms of gaming that are tied to technology-related learning and certain forms of interest-driven participation.
Although girls are participating at high levels in killing time, hanging out,
and the less technical forms of modding and customizing, the core practices of recreational and mobilized gaming are culturally coded as male.
Similarly, although we found that the more accessible forms of gaming
were pervasive across different socioeconomic divides, access to mobilized
and augmented forms of gaming were limited to those with high-end
gaming resources, both technical and social.
Geeked out gaming activities of recreational, mobilized, and augmented
game play are those activities that are most likely to be pathways into
technical expertise and other forms of interest-driven learning. Gaming
provides an accessible entry point into geek identities and practices that
are tied to technical expertise and media literacy, but clearly this entry
point is more accessible to some. In line with recent research in this area,
we also believe that lack of access to game-centered sociability is of greater
concern than the fears about game addiction (Beck and Wade 2004; Kutner
and Olson 2008). Gaming is quickly becoming a lingua franca for participation in the digital age.
Finally, our ecological view of gaming suggests a different frame for the
questions surrounding learning and transfer of game-related knowledge
and skills. Rather than focus on the issue of content and knowledge transfer (of either the desirable or the undesirable variety), our focus on gaming
practice suggests that learning outcomes of gaming are neither direct nor
obvious. Few of us believe, for example, that the most valuable lessons that
kids learn from sports are the game rules or the competitive and often
aggressive “content” of the sport. Rather, we might emphasize sportsmanship and teamwork in addition to the more obvious physical benefits of
sports. We understand that sports are embedded in a broader social ecology
that is worthwhile for kids to participate in. Here we make a similar argument for games—that the most important benefits of gaming, if they are
to be had, lie in a healthy social ecology of participation, an ecology that
includes parents, siblings, and peers. Recasting the debate over games and
learning in this more ecological frame is an important corrective to many
of the dominant discourses of gaming that have focused on game content
and design.
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Notes
1. For a review of the literature on gaming, violence, and aggression, see Kutner and
Olson (2008). Although there are some indications that high levels of play with
Mature-rated video games is correlated with aggression, there is no conclusive evidence that there is a causative relation or that game play has any correlation with
violent crime. After completing an extensive study of video games and violence,
Kutner and Olson (2008, 8) conclude: “The strong link between video game violence
and real world violence, and the conclusion that video games lead to social isolation
and poor interpersonal skills, are drawn from bad or irrelevant research, muddleheaded thinking and unfounded, simplistic news reports.” In this chapter, we do
not engage directly with the empirical material on video games, violence, and
aggression, but rather we focus on actual social practices of gaming and what game
players describe as meaningful outcomes of their play.
2. “Modding” involves players and users making modifications to technology. This
can involve modifying game chips or designing new elements of games such as
cheats, interface elements, or game levels.
3. Although there has been almost no work that takes a critical look at how class
and racial identity intersects with gaming, survey work indicates that in contrast to
personal-computer adoption, game-console adoption is not biased toward white and
higher socioeconomic status families. In fact, through the 1990s black families
adopted consoles at higher rates than white families, and even now families who
are high school–educated adopt consoles at higher rates than those with higher
educational backgrounds (Roberts, Foehr, and Rideout 2005). Ellen Seiter (2005) has
noted how in her fieldwork with youth from diverse backgrounds that working-class
boys were generally more familiar with gaming consoles than computers, though
they would often search for gaming culture when they had access to the PCs at the
center where she was observing.
4. “Machinima” is a contraction of “machine” and “cinema,” and it refers to the
practice of making videos using a game engine.
5. Originally created in November 1999, Neopets is widely recognized as one of the
“stickiest” sites on the Internet. In July 2007, Viacom announced that by the end
of 2008, “Neopets (www.neopets.com) will be transformed into Neostudios, which
will focus on developing new virtual world gaming experiences online, while continuing to grow and evolve the existing ones.”
6. “Ryukossei” is a real character name.
7. In gaming jargon, “frag” is roughly equivalent to “kill,” with the main difference
being the player can respawn and play again.
8. “Enki” is a real character name.
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9. High-level notorious monsters—these are the most difficult monsters in the
game.
10. MUDs and MUSHs are text-based online games.
11. “Kalipea” is a real character name.
12. “Wurlpin” is a real character name.
6
CREATIVE PRODUCTION
Lead Authors: Patricia G. Lange and Mizuko Ito
Two fourteen-year-old boys from the Washington, DC, area have an
account on YouTube in which they post videos made by their own videoproduction company. Their videos often sport a personalized introduction
in the form of their logo, written in LEGO building blocks, set ablaze by
a lighter. One of the boys, Max, hopes to be a director or filmmaker and
thought it was important to have a production company, since some of
his favorite filmmakers, such as Steven Spielberg and George Lucas, have
production companies too. Max also has a number of friends who pitch
in by acting in his videos, which are often put together quickly and spontaneously in the context of social activities. For instance, the boys became
bored at a slumber party and felt inspired to make a horror film that was
well received after they posted it on YouTube. In another instance, a simple
outing with Max’s mother at the beach turned into a YouTube sensation
when he recorded her singing along to the Boyz II Men song playing
through her headphones. She was unaware that people around her could
hear her and had started to laugh. Max posted the video on YouTube and
it attracted the attention of ABC’s Good Morning America, on which the
video eventually aired. In the two years since it was posted, the video has
received more than 2 million views and more than 5,000 text comments,
many of them expressing support. Max’s work has also attracted attention
from another media company, which approached him about the possibility
of buying another of his videos for an online advertisement. He regularly
receives fan mail and comments on his videos. This example illustrates the
new possibilities that the Internet offers for kids to receive feedback not
only from peers but also from media companies. The advent of this socially
based, digital milieu means they can connect with large numbers of dispersed others and test wider reaction to their work.
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Digital and online media are opening new avenues for young people to
create and share media. Surveys conducted by the Pew Internet & American
Life project indicate a rapid growth in what it describes as online “content
creation,” particularly among youth (Lenhart et al. 2007). The growing
availability of digital media-production tools, combined with sites where
young people can post and discuss media works, has created a new media
ecology that supports everyday media creation and sharing for kids engaged
in creative production. Social network sites such as MySpace and Facebook,
blogs, online journals, and media-sharing sites such as YouTube, deviantART, and FanFiction.net are all examples of sites that enable youth to post
or repost content in the context of ongoing personal communication.
Media educators are beginning to consider this new media ecology’s potential to reshape the conditions under which young people engage with
media and culture, moving youth from positions as media consumers to
more active media producers. In what Henry Jenkins (2006) and his colleagues have described as “participatory culture,” budding creators can
develop their voices and identities as media creators through ongoing
interaction with engaged peers and audiences (Jenkins 1992; Jenkins et al.
2006). Conversely, researchers also are concerned that the blurring of the
boundaries between social communication and media production could
degrade the standards of the latter. For example, Naomi Baron (2008, 6)
asks, “Could it be that the more we write online, the worse writers we
become?”
Drawing from a range of case studies, this chapter describes different
modes of new media production that young people engage in, analyzing
these practices in relation to learning and the development of skills and
identities as media producers. We draw primarily from our case studies on
youth media production by Dan Perkel (MySpace Profile Production),
Dilan Mahendran (Hip-Hop Music Production), Patricia G. Lange (YouTube
and Video Bloggers), Sonja Baumer (Self-Production through YouTube),
Mizuko Ito (Anime Fans), and Becky Herr-Stephenson (Harry Potter
Fandom). Discussion of game-related production is largely covered in
chapter 5. The focus of this chapter is on the social processes of interestdriven genres of participation, but we also describe how kids get involved
in messing around with new media through their more friendship-driven
practices, and we draw from studies on the friendship-driven side to
describe some of these dynamics. The interest-driven groups that are the
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245
focus of this chapter tend not to be segregated by age, though all have
strong youth participation. As with chapter 5, we include accounts by
young adults who participate in these groups, and we draw on retrospective accounts of how they got involved in creative production. The chapter
is organized as a progression from these messing around genres of participation toward deepening immersion in geeked out participation centered
on creative production. We are not assuming that kids necessarily move
in a linear fashion from hanging out, to messing around, to geeking out.
In fact, kids will often move fluidly back and forth between these genres.
Rather, we use this as an organizing heuristic to present the different genres
of participation available to youth that involve digital media production.
After introducing our conceptual framework for production, new media,
and learning, we begin our description with practices of everyday, personal
media production—the creation and sharing of personal photos, videos,
and online profiles. After describing a range of practices of media creation
and sharing, we turn to a consideration of how young people transition
to practices that they self-identify as “media production” and the creation
of works that are circulated beyond personal networks. How do young
people get started on practices such as video production and editing, web
comics, or machinima? From there the chapter describes how young people
improve on their craft in the context of digital media production and
online exchange. What kind of creative communities and collaborations
do youth engage in through the course of producing new media? What
are the mechanisms they describe for how they improved their craft? And
finally, how do they gain audiences and receive recognition and fame for
their work? In the conclusion, we discuss the implications of our ethnographic findings for media education.
Creative Production in the Digital Age
What constitutes “creative work” is contested by scholars. The term traditionally has been used to describe “imaginative” or “expressive” work,
where “expressive” refers to sharing aspects of the self (Sefton-Green 2000,
8). Our understanding of what constitutes creative production includes
imaginative and expressive forms that are also shaped by kids’ individual
choices and available media. The influx of digital media into everyday
life is reshaping these understandings, particularly our assumptions about
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the relation between media production and consumption. Media theorists
have argued for decades that media “consumption” is not a passive act
and that viewers and readers actively shape cultural meanings (Buckingham
2000; Dyson 1997; Eco 1979; Jenkins 1992; Kinder 1999; Radway 1984;
Seiter 1999b). Contemporary interactive and networked media make this
perspective difficult to ignore. Developments in the technology sector in
the past decade have pushed this understanding into common parlance
and consciousness. “Web 2.0,” “user-generated content,” “modding,” “prosumer,”1 “pro-am,”2 “remix culture”—these buzz words are all indicators
of how creative production at the “consumer” layer is increasingly seen as
a generative site of culture and knowledge. A decade ago, creating a personal webpage was considered an act of technical and creative virtuosity;
today, the comparable practice of creating a MySpace profile is an unremarkable achievement for the majority of U.S. teens. As sites such as
YouTube, Photobucket, and Flickr become established as fixtures of our
media-viewing landscape, it is becoming commonplace for people to both
post and view personal and amateur videos and photos online as part of
their everyday media practice. In turn, these practices are reshaping our
processes for self-expression, learning, and sociality.
In the case of young people, new media production is framed by ongoing
debates about the appropriate role of media in young people’s lives. Our
discourse about media and creativity is framed by a set of cultural distinctions between an active/creative or a passive/derivative mode of engaging
with imagination and fantasy. Generally, practices that involve local production—creative writing, drawing, and performance—are considered
more creative, agentive, and imaginative than practices that involve consumption of professionally or mass-produced media—watching television,
playing video games, or even reading a book. In addition, we commonly
make a distinction between active and passive media forms. One familiar
argument is that visual media, in contrast to oral and print media, stifle
creativity, because they do not require imaginative and intellectual work.
Popular media, particularly television, have been blamed for the stifling of
childhood imagination and initiative; in contrast to media such as music
or drawing, television has often been demonized as a commercially driven,
purely consumptive, and passive media form for children and youth.
Media educators have argued for critical engagement with television and
other forms of commercial media, developing programs that teach youth
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about the conditions under which media are created and revealing the
ideological dimensions of popular media. In his review of media-education
efforts, David Buckingham has described how media education has been
turning more and more to programs that emphasize media production
rather than relying exclusively on the “inoculation” approach to media
education (Buckingham 2003). In the older inoculation approach, media
education focused mostly on teaching kids to deconstruct texts so that
they would not be adversely affected by violence or manipulated by deceptive commercial content (Bazalgette 1997; Hobbs 1998). In contrast, emerging youth media programs have been motivated by the belief that engaging
in media production should be the cornerstone of media education and
lead to youth empowerment through the development of self-expression
(e.g., Chávez and Soep 2005; Goodman 2003; Hobbs 1998; Morrell and
Duncan-Andrade 2004). These educators believe that shifting youth identity from that of a media consumer to a media producer is an important
vehicle for developing youth voice, creativity, agency, and new forms of
literacy in a media-saturated era. Compared to programs that focus on
critical engagement, production-oriented programs are still relatively
sparse in media education. In at least some contexts, however, there seems
to be a growing recognition of their importance (Buckingham, Fraser, and
Sefton-Green 2000).
Today, these long-standing debates about media, kids, and creativity are
being reframed by the proliferation of new forms of digital media production and social media. What is unique about the current media ecology is
that photos, videos, and music are closer at hand and more amenable to
modification, remix, and circulation through online networks. In the past
few years, it has become common for personal computers to ship with a
basic kit of digital production tools that enable youth to manipulate music,
photos, and video. In addition to the new genres of creative production
that are being afforded by digital media-creation tools, we see networked
publics as affording a fundamental shift in the context of how new media
are created and shared; media works are now embedded in a public social
ecology of ongoing communication (Russell et al. 2008). As is common
when new media capabilities are introduced, it takes some time for literacy
capacity to build and for people to come together around new genres of
media and media participation that make use of these capabilities. Given
that multimedia production tools have become mainstream as consumer
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technologies only in the past decade, we are now at a transitional moment
of interpretive flexibility with regard to literacy and genres associated with
the creation of digital music, photos, and video. The practices that we
describe in this chapter need to be situated as part of this transitional
moment, when youth are experimenting with new digital cultural forms
and, in interaction with adult mentors and parental guidance, are developing new forms of media literacy.
Judged by the standards of traditional media production, many new
genres of digitally remixed derivative works would be considered inferior
to original creations that did not rely on appropriation of content produced by others. Contrary to this view, Marsha Kinder points out the
historical specificity of contemporary notions of creativity and originality.
She suggests that children take up popular media in ways that were recognized as creative in other historical eras. “A child’s reworking of material
from mass media can be seen as a form of parody (in the eighteenthcentury sense), or as a postmodernist form of pastiche, or as a form of
Bakhtinian reenvoicement mediating between imitation and creativity”
(1991, 60). In a similar vein, Anne Haas Dyson (1997) examines how elementary-school children mobilize mass-media characters within creativewriting exercises. Like Ellen Seiter (1999a), Dyson argues that commercial
media provide the “common story material” for contemporary childhood,
and that educators should acknowledge the mobilization of these materials
as a form of literacy. These theorists point to the more socially embedded
and relational dimensions of creative production that are in line with
much of what we see proliferating on the Internet today.
Renee Hobbs (1998) describes how one of the central debates in the field
today is the question of how central popular cultural texts should be used
in media education. Although educational institutions have traditionally
devalued popular culture, Buckingham, Fraser, and Sefton-Green (2000,
151) argue that students tend to learn a “great deal more from reworking
forms with which they have greater familiarity and a personal engagement
already.” They argue that the most successful school-based media-production programs enable students to manipulate genres with which they are
most familiar, to receive regular and frequent interaction with audiences
(and knowledgeable peers), and to redraft and iterate their media production multiple times (Buckingham, Fraser, and Sefton-Green 2000, 151). In
a similar vein, the New Media Literacy project, headed by Henry Jenkins
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at MIT, is one example of a project that is building frameworks for incorporating popular culture practices and the aesthetics of remix into mediaproduction programs.
These approaches are in line with a New Literacy Studies approach as
described in the introduction to this book, seeing creativity as a process of
not only creating original works but of recontexualizing and reinterpreting
works in ways that are personally meaningful or meaningful in different
social and cultural contexts. These approaches are efforts to bridge the
more recreational practices and media literacy that kids are developing
outside school with more formal and reflective educational efforts that
center on media production. As with all efforts to bridge the boundaries
between instructional programs and everyday peer-based youth culture,
these translations are fraught with challenges. Even in educational programs that recognize the importance of new media literacy, educators
struggle to develop frameworks for assessing and giving appropriate feedback on student work. Teachers tend to assume the media are “doing the
work” when kids engage in critical, remix, and parodic forms of production
that use elements from other media (Sefton-Green 2000). Teachers are also
wary of media work that appears to be “too polished” or “suspiciously
flashy,” particularly those genres with which kids are more familiar than
teachers (Buckingham, Fraser, and Sefton-Green 2000).
These difficulties in translating recreational media engagement into
school-based forms point to persistent tensions between peer-based learning dynamics and genres and those embedded in formal education.
Educators have examined a wide range of topics relating to the tension
between in-school and out-of-school forms of literacy (Bekerman, Burbules,
and Silberman-Keller 2006; Hull and Shultz 2002a; Mahiri 2004; Nunes,
Schliemann, and Carraher 1993); media literacy is somewhat unusual in
that we are dealing with both an intergenerational tension (between adult
authority and youth autonomy) and a tension between educational and
entertainment content (Ito 2007). This chapter, to inform educational
efforts in media education, is an effort to describe the kind of new media
literacies and creative production practices that youth are developing in
their peer-based social and cultural ecologies. Any effort to translate
popular and recreational social and cultural forms into educational efforts
needs to be informed by these youth-centered frames of reference. The
peer-based learning genres we see in youth online participation differ in
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some fundamental, structural ways from the social arrangements that kids
find in schools. Simply mimicking genre or sharing an assessment dynamic
is not sufficient to promote the forms of learning that youth are developing
when they are given authority over their own learning and literacy in these
domains.
In the sections to follow, we describe how young people are engaging in
the production of digital music, images, and videos, and how these activities are contextualized in their everyday life-worlds. Digital media production is on its way to becoming a part of our everyday communication and
online socialization, as well as an integral part of a diverse range of more
geeked out forms of media engagement. Throughout our description, our
goal is to describe the social, cultural, and technical contexts that motivate
youth engagement with creative production and the networks of learning
resources that help them improve their craft. These networks can vary from
the more mainstream friendship-driven networks that support learning
how to create a MySpace profile to the more specialized communities of
interest centered on video production and remix. Although structured
educational efforts can help fill this gap, successful youth producers
in highly technical areas are generally driven by an ethic of being “selftaught” (Lange 2007b). They structure their learning as an integral part of
their own individual passions for creating media, and they draw from a
network of offline and online human resources and artifacts on an asneeded basis. We have found that in less technically driven areas, kids learn
from peers through observation and informal questions situated within
the context of social activities (such as making videos while on an outing
or making a profile page while hanging out). Even among youth who are
more technical and espouse an ethic of being self-taught, narratives of how
they get started contain many references to peers, family, and other adult
mentors who provided advice and encouragement in their media-production efforts.
When we turn to the geeked out production processes that youth are
involved in, we see networked publics supporting interest-driven social
relationships that are centered on creative production. We describe some
of the cases we have seen of young people’s engaging in production collaborations, where, similar to what Becker (1982) observed in his study of
art worlds, different participants develop specializations to contribute to
the shared enterprise. Networked media add to the creative production
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process by providing opportunities to circulate work to different publics
and audiences and to receive feedback and recognition from these audiences. As we discuss in chapter 7, youth have been largely shut out
from the skilled labor market, and this includes domains of creative production. Further, access to different kinds of public spaces and venues is
also restricted for youth. These structural conditions are one reason why
youth access to networked publics is potentially so transformative but
also deeply challenging to our established modes of regulating and protecting youth. The current concern over how youth are circulating personal videos and photos in social network sites is inextricably tied to the
more celebrated examples of how youth creative talent is flourishing
online. By describing youth creative production in terms of the underlying
dynamics of online participation in networked publics, we hope to provide
a broader framework for these debates over youth expression and media
engagement.
Everyday Media Production
We begin our description of different practices of creative production with
a discussion of some of the most pervasive and everyday forms of media
production that we have observed in our studies. Certain forms of digitalmedia creation, such as digital photography and online profile creation,
are now commonplace among young people. Although youth who engage
with these forms of media creation do not necessarily see themselves as
“media producers,” they are often engaged in sophisticated forms of
media creation. As described in chapter 2, the period from 2004 to 2007
saw widespread adoption of social media by teens, particularly social
network sites such as MySpace and Facebook. Although the focus of participation on these sites has been the practices of friendship and intimacy
described earlier in this book, one side effect of these friendship-driven
practices is that many youth become involved in the production and social
sharing of digital media. This involves the creation and customization of
online profiles as well as the production and circulation of personal media
such as photos and videos. Although home movies and personal photos
have been part of youth culture for some time, possibilities for online
sharing mean that these media have a new kind of social life within networked publics.
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Personal Photos and Videos
The vast majority of photographs and videos are produced not from a
creative impulse but to capture personally meaningful events and relationships. While the increasing availability of digital recording devices is a
precondition for these forms of everyday media production, they are not
themselves the driver of these practices. Digital photography and videotaping grow out of existing practices of self-archiving (such as journaling,
scrapbooking, and keeping photograph albums) and are propelled by the
growth in avenues to share these media with friends and family. Although
our study did not focus on these forms of media production and sharing,
we have seen indicators of the growth of digital photography and videotaping and its circulation online. In this sense our work supports the
conclusions of other research in this area, which describes how the spread
of digital cameras and camera phones has led to more ubiquitous forms of
image capture and sharing (Koskinen, Kurvinen, and Lohtonen 2002; Ling
and Julsrud 2005; Okabe and Ito 2006; Van House et al. 2005).
Interviews with youth who are active online are often peppered with
references to digital photos they have taken and shared. In box 2.1, Katynka
Martínez describes two sixteen-year-old girls and their practices of taking
photos together and sharing photos through Photobucket. Many teens also
view new media as “something to do” while they are hanging out with
their friends. Flutestr, a white sixteen-year-old participant in Heather
Horst’s study (Silicon Valley Families), described how she likes to kill time
looking at pictures on her camera phone when she is hanging out with
friends:
So I took pictures . . . I went to Vegas and I didn’t bring my camera because it runs
out of batteries really quickly and it has no memory. We have to buy a memory
card for it, but I kind of forgot it. So I had my cell phone so I took pictures of, like,
the resorts and the casinos and stuff. And then that was really cool so I had them
on there. And I have pictures of all my friends. Like, if I’m bored I’ll take out my
camera and, like, try and play with it. So I use a camera phone a lot.
In another example, Alison, an eighteen-year-old video creator from Florida
(who is of white and Asian descent) in Sonja Baumer’s study (Self-Production
through YouTube), aspires to be a moviemaker. At the same time, she sees
her videos as personal media.
I like watching my own videos after I’ve made them. I am the kind of person that
likes to look back on memories and these videos are memories for me. They show
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me the fun times I’ve had with my friends or the certain emotions I was feeling at
that time. Watching my videos makes me feel happy because I like looking back on
the past.
These forms of casual, personal media creation can lead to more sophisticated and engaged forms of media production. For example, Inertia,3 a
twenty-four-year-old white male from England and an accomplished anime
music video (AMV)4 creator, described in an IM interview how he first got
involved in editing:
Inertia: Straight after finishing university I made a dozen little projects
and music videos to camcorder footage, sometimes with anime music, but
hadn’t really tried with actual AMV footage still. . . . I used to just film
everything . . . like a real first year photography student or something . . .
anything funny or memorable I’d try to film it.
Rachel:
So how did you learn to edit then?
Inertia: It was bad, sooo bad most of it should never see the light of
day . . . but i still edited it into music videos to remind us of the fun we’d
had over the years. i learnt by trying really . . . first time I picked up an
editor was just before I got into anime, but I couldn’t do much. I literally
would just take home movie stuff, put it together, cut out bad bits, and
save. (Ito, Anime Fans)
These cases demonstrate how the increasing availability of digital mediacreation tools opens avenues for young people to pick up media production as part of their everyday creative activity. Although the practices of
everyday photo and video making are familiar, the ties to digital distribution and more sophisticated forms of editing and modification open up a
new set of possibilities for youth creative production. Digital media help
scaffold a transition from hanging out genres to messing around with more
creative dimensions of photo and video creation (and vice versa).
Sharing Personal Media
One of the primary drivers of personal media creation is sharing this media
with others. Chapters 2 and 3 describe the ways in which the traffic in
media and practices such as profile creation is embedded within a social
ecology, where the creation and sharing of media is a friendship-driven set
of practices. Online sites for storing and circulating personal media are
facilitating a growing set of options for sharing. Youth do not need to carry
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around photo albums to share photos with their friends and family; a
MySpace profile or a camera phone will do the trick. Consider the following two observations by Dan Perkel (The Social Dynamics of Media
Production) in an after-school computer center:
Many of the kids had started to arrive early every day and would use the computers
and hang out with each other. While some kids were playing games or doing other
things, Shantel and Tiffany (two apparently African-American female teenagers
roughly fifteen to sixteen years old from a low-income district in San Francisco)
were sitting at two computers, separated by a third one between them that no one
was using. They were both on MySpace. I heard Shantel talking out loud about
looking at pictures of her baby nephew on MySpace. I am fairly sure she was showing
these pictures to Tiffany. Then, she pulled out her phone and called her sister and
started talking about the pictures.
This scene Perkel describes is an example of the role that photos archived
on sites such as MySpace play in the everyday lives of youth. Shantel can
pull up her photos from any Internet-connected computer to share casually with her friends, much as researchers have documented that youth do
with camera phones (Okabe and Ito 2006). The fact that photos about one’s
life are readily available in social contexts means that visual media become
more deeply embedded in the everyday communication of young people.
In this next example from Perkel’s study (MySpace Profile Production), we
get a glimpse into how young people take and modify photos with this
social sharing in mind.
I sat down next to Janice (a teenager roughly fourteen to fifteen years old who
appeared to be African-American), who was on one of the computers at [the center].
I saw her on Yahoo! Mail dragging photos from her email to the desktop of one of
the [center’s] computers. She told me that she had been to [the] Stonestown mall
in San Francisco with her cousin and had taken pictures. One of them was over her
mock kissing a mirror and later I would see this picture as her profile picture on
MySpace. Another picture had some special effects. She told me that she had done
this at the Apple Store. Then, she proceeded to upload them to her MySpace account,
though I noticed that it took her several attempts. The story here is that she took
the photographs in one location, used Yahoo! as a way to move her pictures around
from different locations, took advantage of the Apple Store to do some creative
editing to at least one of the pictures, and then finally used [the center] as a place
to upload them to her MySpace profile.
The case that Perkel describes is particularly notable in how Janice mobilizes multiple infrastructures to create photos to share on MySpace: taking
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digital photos at an outing with a cousin, modding photos at an Apple
Store, and finally use of the community center to upload photos to the
Internet using Yahoo! and MySpace. In her one of her studies (Pico Union
Community Center), Katynka Martínez also documents how youth see
online photo-sharing sites as a way to share photographic records of their
everyday lives, and how they often develop highly sophisticated strategies
for authoring and sharing. Martínez conducted diary studies in which kids
documented their everyday media use. Stephanie, a sixteen-year-old Latina
of Colombian and Irish descent, said that one of her best friends takes her
camera to school every day. “Sometimes we’ll be like . . . she will tell me
or I’ll tell her, ‘Straighten your hair,’ or I’ll tell her, ‘Straighten your hair.’
So we’ll straighten our hair and then we’ll be like, ‘Okay. We’re gonna take
pictures tomorrow for MySpace.’ ” Stephanie shared her Photobucket
account with Martínez, showed her hundreds of photos that she has saved,
and explained that she will do searches on media and topics that interest
her and save the photos she likes. Her close friends share their Photobucket
passwords, and they go on to each other’s accounts to view photos they’ve
found online as well as photos they’ve taken. This case is described in more
detail in box 2.1.
These stories from our case studies provide a window onto how digital
media are reshaping long-standing practices of personal photography.
Young people take photographs with opportunities for near-term social
sharing in mind. Then they mobilize a suite of different technologies to
modify and circulate those photos, creating new opportunities for this
visual media to enter the stream of everyday conversation and sharing.
Profiles
Just as the sharing of photos and videos online is blurring the boundary
between personal communication and creative production, online profile
creation also lies in the boundary between hanging out and messing
around genres of participation. Profile modification is most pervasive on
MySpace; other sites such as Facebook, Blogger, LiveJournal, deviantART,
or YouTube also enable members to create custom profile pages. As teens
create their profiles, and post and link on their own profiles and their
friends’ profiles, they are engaged in acts of social communication and
everyday media sharing and “consumption” that also entail creating
their own digital media. In several of our studies, we have had a chance
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to both watch the process of profile creation, sometimes through the
course of several weeks or months, and also discuss the profile-creation
process with teenagers, many of whom created profiles on MySpace. These
observations provide a window onto how youth engage with profile
creation as a form of creative production embedded in their everyday
social relations.
Perkel (2008) describes the importance of copying and pasting code in
the process of MySpace profile creation, a practice in which youth will
appropriate media and code from other sites to create their individual
profiles. He characterizes MySpace profile creation as a process of “copy
and paste” literacy, in which youth appropriate media and code from
other sites to create their individual profiles. Although this form of creative
production may appear purely derivative, young people see their profiles
as expressions of their personal identities. Some youth described how
one of the main draws of MySpace was not just that this was the site that
their friends were already using, but that the site seemed to allow a great
deal more customization than other sites. Carlos, a seventeen-year-old
Latino high-school senior from a low-income neighborhood in northern
California, for example, described how his cousins sold him on the
site because it was a site where he could put up “all your pictures, change
the background, and customize it and do all that.” This chance to not
just go online and be social but also to make something excited Jacob,
a seventeen-year-old African-American high-school senior, who noted,
“It was tight. I was like—this is real. It’s the only website where you
can actually come up with your own stuff” (Perkel, MySpace Profile
Production).
This ability to customize gives youth freedom in defining layout, media,
colors, music, and the like, but this also involves a certain amount of
technical complexity. For most of the cases that we documented, at least
one other person was almost always directly involved in creating kids’
profiles. When asked about this, common responses were that a sibling, a
cousin, or a friend showed them how to do it. In their research, Judd
Antin, Christo Sims, and Dan Perkel (The Social Dynamics of Media
Production) watched in one after-school program as people would call out
asking for help and others would come around doing it for them (literally
taking the mouse and pushing the buttons) or guiding them through the
process. In an interview at a different site, Carlos told Perkel that he had
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initially found the whole profile-making process “confusing” and that he
had used some free time in a Saturday program at school to ask different
people to help him. Then later, when he knew what he was doing, he had
shown his cousin how to add backgrounds. He said he had explained to
her that “you can just look around here and pick whichever you want and
just tell me when you’re finished and I’ll get it for you.” The story about
Jacob in box 6.1 provides an example of how he “got one of his girls to
do it.”
Box 6.1
“MySpace Is Universal”: Creative Production in a
Trajectory of Participation
Dan Perkel
I interviewed Jacob, a seventeen-year-old African-American, on a Saturday
morning at a technology program run out of a school in the East Bay city of
Richmond, California. A community leader at the site said that the school
was in an area of town where all of the “drive-bys” and the “shootings” happened. As the community leader surveyed the room of twenty to thirty highschoolers sitting at rows of computers, some typing, some browsing the web,
others talking loudly, he compared the program to that of a flower struggling
to grow out of a concrete wall. While there were a lot of “brown versus black”
problems in the community, he said, everyone in the program was working
together.
Jacob, unlike most of the other kids in the Saturday program, did not attend
that high school. A woman from another community center, whom he called
his “job-finder lady,” had suggested that he come to the program to see if
there was a job for him or some way to get paid to be there. That had not
yet panned out. But at the time of the interview, it was his fourth week at
the program, which he said “just looks like a club or something.” While he
still felt a bit of an outsider, he was having fun and had even stayed there
until late in the evening the week before. Among other things, being there
gave him another opportunity to work with computers, something that was
becoming more and more important to his life and career aspirations.
Like many kids we talked to for this project, Jacob had a MySpace profile
that served as a communications hub. He used it to keep in touch with the
friends he left in Atlanta when he moved to the East Bay the summer before.
He also used it to talk to other friends he did not see every day and to follow
up with girls he met at parties. But unlike many of the kids who were observed
elsewhere or interviewed at that site, Jacob was trying to design MySpace
layouts, using the HTML and CSS (cascading style sheets) code that translates
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into the background colors, borders, fonts, and other design elements of a
MySpace profile.
Jacob traced his own interest in web design to when he had been introduced to digital media creation for a fifth-grade class assignment. He learned
how to use the software in ways that the others students did not. By the time
he was in high school he surprised another teacher who, after giving a Power
Point assignment, had assumed that he would not do very well (he admits
to having frequently fallen asleep in class because he was often bored). Jacob
described this initial experience of mastery, and the recognition of it by his
teacher and others, as an important part of his background in engaging with
web design and MySpace.
Besides attending the Saturday program, Jacob also had been participating
in a program at his own high school. Because that program was “too cramped,”
he was part of a group that stayed after school, but this did not seem to bother
him as he had access to computers and software that he did not have anywhere else. The list of “nice programs” he mentioned included Photoshop,
Flash, Dreamweaver, Fireworks, and others. He had access to all the things
“you need to [build] any kind of website, or any kind of project or picture.”
The current session of the technology program had moved on from doing
web design, but the teachers still let him hang out after school and work on
his projects: “By my own will, not because somebody is telling me.”
By the time he had started web design at his after-school program, he had
been introduced to MySpace. He was excited about the site, especially because
it gave him an opportunity to customize it: “It was tight. I was like—this is
real. It’s the only website where you can actually come up with your own
stuff.” At first, he “didn’t know nothing about HTML” and had to get help
making his profile. Jacob said that at first, like other kids described in this
chapter, he did not know how to copy and paste the code to change the
background or how to add videos and music. He would call up the girl who
introduced him to MySpace. She would call friends of hers, and they would
guide him through the process or sometimes log in to his account and change
things for him. But once he moved to California and realized that they could
still get into his account, he changed the password. He did not change his
layout because he still did not know how to do it. In some ways, Jacob’s depiction of himself at this point is of someone more dependent on the help of
others than were other people we talked to about their use of MySpace. But
Jacob eventually realized that even others who have learned how to change
a profile do not know how to modify the code or the layouts they get from
other people, a point expressed in other discussions with teenagers: “And
that’s what they do, just take it. All these websites . . . even the girls, they don’t
understand HTML. But they know how to get it from somebody else.”
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It was his after-school program in high school that led him to make the
connections between web design and the bits of code that people use to
change MySpace layouts. During his interview, Jacob said that he was in the
middle of working on his first one. The layout on his site, though, came from
another source of inspiration, a girl he had found on MySpace who made
layouts for others to use. He said he does not talk to her, but he uses her layouts
and now knows how to change them and modify them if there is something
he does not like:
I’m just taking her designs and editing it my own self, putting my own little two cents
in. The design itself is good, but I might want it a different color. And once I get it that
different color that I want then I’m going to post it on there.
While acknowledging that other people know how to get pieces of code, he
also set himself apart by noting that he knew something else that may lead
to other opportunities. For example, the girl whose MySpace layouts he had
been using and modifying is advertising her layouts on her profile. He speculated that she was probably making money on her activity.
It seemed that Jacob was considering if and how he could get paid to do the
same thing. In fact, he had a job interview for UPS back in Atlanta doing web
design and was considering it, but he felt conflicted about the location:
It’s the UPS headquarters and the man said you have a job here if you do this design
and finish school. And I was like, “I can do that. But . . . but how long . . . I’m young.”
“Don’t matter; I’m the boss, I can do whatever I want. If I want to employ you, it don’t
matter how young you are as long as you pass high school. It don’t matter.” So I was
like, “Cool, cool; I might just do that.”
In his view, MySpace provided him another option, especially if he could
follow the model of the girl who designed his layouts. He saw MySpace as a
site where he could do the kind of creative work he wanted to do and reach
anyone he might want to:
It’s connected to almost everybody. . . . I mean, anybody around California you can
probably get connected through MySpace. It’s like not one person in the United States
you can’t get connected to, unless they don’t have one. But now? Everybody has one.
From the oldest people to the youngest people have a MySpace now. They might not
use it, but they got one. So that’s the point. MySpace is universal.
MySpace, to Jacob, is a universal connector to friends in the area and across
the country. But it is also a universal space to display his emerging creative
design skills, which he sees as an opportunity for the future.
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Although most youth did rely on others for help in creating their profiles, we did find some youth who were able to figure things out without
the help of a more knowledgeable peer. For example, Federico, a seventeenyear-old Mexican American high-school senior from the East Bay area of
northern California (Perkel, MySpace Profile Production), stated:
I was like going through websites trying to look for backgrounds and stuff. Oh, how
do I put this, and where do I put it? And how do I copy it and stuff? Because I pretty
much didn’t know nothing about computers. But then after that I was like . . . I
started clicking buttons and looking at stuff. I’m like—okay, remember this place
and site. And then I keep messing up and it looks all weird. Then after that days
went by and then I started learning little by little how to do it. But it was hard.
What people ended up putting on their profiles was usually not the result
of planning and careful consideration, but of whatever they happened to
see while making or revisiting their profiles. In many cases, teens may
initially work on a profile and largely leave it as is except for some minor
modifications later. For instance, danah boyd (Teen Sociality in Networked
Publics) spoke with Shean, a seventeen-year-old black male from Los
Angeles, who said, “I’m not a big fan of changing my background and all
that. I would change mine probably every four months or three months.
As long as I keep in touch with my friends or whatever, I don’t really care
about how it looks as long as it’s, like, there.” In some cases, boyd also
observed, teens created a MySpace profile as a way to relieve boredom.
This approach toward tinkering and messing around is typical of the
process through which profiles are made and modified. Some of the people
we interviewed talked about just putting up on their profiles material that
was humorous. Carlos described his profile almost in terms of a collection
of images and things he had found. Pointing at the various images on the
screen, he noted: “I got Six Flags and the fat little kid. Got this dude and
that girl. Got Itchy and Scratch [from The Simpsons].” When Dan Perkel
(MySpace Profile Production) asked him to describe his process of finding
things and deciding to put them on his profile, Carlos corrected him:
I pretty much don’t . . . I just go to a certain website and if it looks like it has a
lot of funny stuff I just go through that whole page and if I find something I like
I just copy, paste it, and put it there. And I won’t save it or nothing; I’ll just keep
on going through the website and copy and paste until I got anything I want. And
from there I just save it. And if it looks good, it looks good. If it doesn’t, I still keep
it the same.
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For youth who saw online profiles primarily as personal social spaces,
this casual approach to their profiles was typical, and they tended not to
update them with much frequency, or only when they grew tired of one.
Nick, a sixteen-year-old male from Los Angeles who is of black and Native
American descent, told danah boyd (Teen Sociality in Networked Publics),
That’s the main time I have fun—when I’m just putting new pictures and new
backgrounds on my page. I do that once every couple of months because sometimes
it gets real boring. I’ll be on one page. I’ll log on to my profile and see the same
picture every time. I’m, man, I’m gonna do something new.
For most youth, profile creation is a casual activity in defining a personal
webpage and graphic identity, pieced together with found materials on the
Internet. This is a form of messing around that can provide some initial
introductions to how to manipulate online digital media.
We found that personal media creation was often a starting point for
broadening media production into other forms, a transition between
hanging out, friendship-driven genres of participation and messing around
and geeking out. As kids shared personal media such as posting videos or
sharing fanfic they often connected with others in ways that encouraged
them to increase production and broaden participation in communities of
interest, both online and off. By creating profiles and creating, modifying,
and sharing visual media, youth are developing visual and media literacy
in ways that are driven by their desire to participate in friendship-driven
practices. We now turn to a discussion of how kids transition from messing
around with new media production to more geeked out modes, describing
cases that illustrate the broad range of engagement kids have with making
media, developing skills, and making social connections.
Getting Started
Personal media creation and sharing can be understood as a jumping-off
point for entry into more challenging forms of creative production. Just
as casual tinkering with videos or photos can lead to a more abiding interest in digital media production, social network sites can be a vehicle for
youth to experiment with having public profiles as creative producers. In
our interviews with young media creators, we have collected many accounts
of how they got started in media production. These narratives often begin
with a story of how they were “playing around” with media devices that
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were available to them, and then they move on to a story about how they
picked up more advanced skills in media production. Often they reference
being inspired by a particular media work or creator in deciding to pursue
their own productions. One eighteen-year-old Brazilian editor, Gepetto,5
describes this trajectory, beginning with the first time he saw an AMV. His
friend had given him a CD with some anime episodes, and there was an
AMV on it as filler. “I was amazed at the idea that such a pretty little video
clip was made by a fan just like me. . . . I was really affected by the video.
I put it on loop and watched it several times in a row.” He went on to
make his own video soon after seeing this first AMV. “My first video took
about two and a half hours to make and it turned out extremely horrible.
But I loved it.” The key here is that beginning editors see AMVs as inspiring and impressive but also something that they can aspire to, something
made by “a fan just like me” (Ito, Anime Fans). Amateur media provide a
more accessible model than professional media do, and a community of
available peers to start kids off in creative production.
Unlike those in many other forms of specialized practice, experts in
information technology often emphasize that they picked up their skills
outside of formal training and instruction. Members of technical hierarchies pride themselves on being self-taught—learning how to manipulate
code, technical devices, and networked forms of distribution on their own
(Lange 2003, 2007b). The media creators we interviewed often reflected
these values by describing how they were largely self-taught, even though
they might also describe the help they received from online and offline
resources, peers, parents, and even teachers. Portelli (1991) notes that
exploring these tensions is particularly useful because they represent the
realm of desire and what interviewees wish to convey in terms of identities
of expertise and appropriate participation in technical, social groups. For
example, one successful web comics writer, SnafuDave6, whom Mizuko
Ito (Anime Fans) interviewed said: “Basically, I had to self-teach myself,
even though I was going to school for digital media . . . school’s more
valuable for me to have . . . a time frame where I could learn on my own”
(see box 7.1). Despite his adoption of “self-taught” discourse, SnafuDave
nonetheless described learning to use Photoshop, Flash, and Illustrator
by making use of online tutorials and a network of graphic artists he
met online. When makers describe themselves as self-taught, they are
generally referring to the fact that they did not receive formal instruction,
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and they will acknowledge various sources of help they turned to to
get started.
Adults are not simply bystanders to their children’s expert technical
creative endeavors; we found a number of cases in which parents and
educators played an important role in influencing their children’s involvement with media, either by providing resources; introducing kids to genres,
software, or sites; or by working in collaboration with kids. One group of
successful young YouTube video makers talked about how their uncle had
a cable television show, which they eventually inherited. The boys described
themselves as able to figure out technical aspects of video making on their
own, but they acknowledge that they helped each other out and originally
learned from their dad. A sixteen-year-old white girl from New York named
Ashley, who wishes to be a filmmaker, noted, “I learned to use the camera
just by playing around with it, and I used an editing program on my mom’s
iMac computer.” As described in box 6.2, Ashley also revealed a number
of ways in which her mother helped her learn how to make good videos.
Many youth also described how school projects in video making provided
the impetus for them to get started in video production. After-school programs and community centers also provide spaces where kids could mess
around and learn about creative production with knowledgeable adults
and peers. Despite the centrality of self-directed learning in young people’s
stories of how they got started in video production, successful entry into
production is enabled by a wide range of social and technical resources
that support as-needed help and learning. What self-motivated youth
require to pursue these interests is not so much a formal instructional
setting as access to wide-ranging sources of expertise.
Box 6.2
All in the Family
Patricia G. Lange
A mother and daughter named Lola and Ashley have a series of shows on
YouTube. Ashley is a sixteen-year-old white girl who characterizes herself as
a “future filmmaker” on her YouTube page. From New York, the motherdaughter team summarizes and provides commentary about current realityTV shows. They first learned about YouTube through a television show that
reviews and comments on television. Contrary to the idea that YouTube
replaces television, the mother-daughter team’s discussions and critiques
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heavily draw on material from shows such as Survivor, Big Brother, Beauty and
the Geek, and Top Chef, to name just a few of their preferred topics. Their body
of work is impressive; they’ve made more than two hundred videos together
since they first established their account in the fall of 2006. To achieve a kind
of recognizable branding, their videos share certain consistent features. For
instance, they always sit in front of a graphic with the name of the show they
are discussing in their video. Lola sits on the viewer’s left-hand side and
Ashley on the right (see figures 6.1, 6.2, and 6.3). Their banter is unique to
them yet comfortably familiar to many people who may recognize the sense
of fun and friendship their videos convey.
The following transcript is excerpted from their recap of the season premiere of Top Chef Chicago, which is a television show in which there is a
weekly challenge or contest to make a certain dish. The challenge for that
week’s episode required each chef-contestant to make a deep-dish pizza. Lola
and Ashley provided some personal observations on the episode:
Lola: They need to each re-create a signature deep-dish pizza.
Ashley: And they have ninety minutes to do it.
Lola: Poor Stephanie; she cut her finger in the first thirty seconds.
Ashley: [rolls her eyes] The girl is a bundle of nerves!
Lola: I know.
Ashley: She was like [grabs her finger and shudders], “Aaah!”
Lola: Well, they were all workin’ pretty damn hard on their pizzas.
Ashley: [nods]
Lola: At the end, there was a lot of pizzas getting stuck in those pans.
Ashley: Some broke-down pizzas!
Lola: Yeah, and I think Richard actually used two; was it Richard who used
two pans?
Ashley: I think so.
Lola: Andrew had to use a cast-iron skillet to make his.
Ashley: They only had enough pans so that each person could have one.
Lola: Well, there was a lot of doughy, bready pizzas because if you’re not
used to working with deep-dish pizzas you don’t really realize how much that
shizz is going to rise.
Ashley: It was like that pizza-bread stuff that you get from . . .
Lola: Focaccia.
Ashley: Yeah. That stuff is good! That’s not what they were asking for!
Lola got started making videos on YouTube because her daughter expressed
an interest in going to film school and pursuing a career in film or communications. Ashley persuaded Lola to help her and be a part of her videomaking experiences. Reluctant at first, Lola agreed to help her daughter
pursue her goals. Lola is now a key part of a video-making production team
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Figure 6.1
Lola and Ashley recap Top Chef. Screen capture by Patricia G. Lange, 2008.
Figure 6.2
Lola and Ashley review Beauty and the Geek. Screen capture by Patricia G. Lange, 2008.
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Patricia G. Lange and Mizuko Ito
Figure 6.3
Lola and Ashley discuss Big Brother. Screen capture by Patricia G. Lange, 2008.
that is gaining popularity on YouTube. Between the time of their interview
in May 2007 and August 2008, they gained more than 1,900 subscribers and
more than 140,000 views of their YouTube channel page (which is YouTube’s
equivalent of the MySpace profile page). One of their fans has even done
compilations of their reviews and commentary. For Lola, the purpose of their
YouTube presence is to help her daughter build a portfolio that will help her
pursue her career goals and enhance her already impressive scholastic record.
They hope Ashley will obtain a scholarship to a prestigious college that they
could otherwise not afford. Notably, Lola sees their joint video making not
only as a means to an end but also as a way to stay close to her daughter and
be involved in her life. Setting very few limits on her computer time, Lola
stays regularly involved in Ashley’s online activities. Ashley is comfortable
sharing the account with her mother. As she put it, “I would never put anything up that my mom doesn’t approve of and I have nothing to hide
anyway.” Lola emphasizes her interest in having a close relationship with her
daughter through video making. Lola said:
I wanted to be involved with my kids but I think it’s more important that the kids
want the parents to be involved. [Because] I’ve seen other parents . . . my mom doesn’t
understand the type of relationship I have with my kids and she’s like, “I’m gonna get
you some software so that you can spy on your kids when they’re on the Internet.” And
I’m like, “I don’t have to do that. I know exactly where they are because I’m with them.”
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[So] I feel sorry for the people who have to have a relationship like that with their
kids where the kids feel like they have to sneak around behind the parents’ back and
they don’t know what’s going on. So I thought that was important. So that’s probably
another reason why I wanted to do the videos with [my daughter] because, you know,
I wanted to stay involved.
Ashley characterizes both of her parents as very technical, with formal
educational training in computers and related technical subjects. She also has
close relatives who have degrees in film. Ashley’s home environment is filled
with computers; each child has his or her own and there are some to spare.
Ashley reports that their living room alone has four computers. The house is
also well networked. Ashley has learned a lot about computers and video by
playing around with cameras and editing software. She also describes how
her mom teaches her good video-making techniques, such as keeping things
short and avoiding too many transitions. They characterize themselves as
“best friends,” and Ashley trusts her mother’s advice and is grateful to have
a second opinion. They often watch their videos and those of other video
makers on YouTube to improve their technique.
Lola and Ashley like watching television. Their process involves watching
shows they like and taking notes about what they would like to say. After
Ashley finishes her homework they set up the camera, even if it is after 11:00
p.m. because they think consistency is important. Lola can do the editing
quickly, but she often encourages Ashley to practice so she can gain more experience. Lola now characterizes Ashley as more proficient, having picked up
computer-related skills quickly. Their goal is generally to put up a video once
per week, although quality is more important than meeting a weekly deadline.
Ashley said, “I would like to post at least once a week but I’d rather have fewer
good-quality videos than a lot of bad ones which were hastily made.”
After the video is posted, Ashley works to promote the videos by networking with other people on YouTube, posting bulletins on MySpace, and alerting
friends via instant messaging. She often subscribes to popular YouTubers so
that other people will see her channel icon and potentially check out her
work. Ashley is on YouTube every few hours during the day, although she
does not watch videos at school. When she logs on to YouTube, she checks
the number of views on her videos and then checks for comments and new
subscribers or Friend requests. As a rule, she agrees to automatically accept
Friend requests because her major purpose on YouTube is to network to
promote her work. After checking for new Friend requests, she then looks to
see if the people she has subscribed to have new videos, and then she examines favorite categories, such as “animation” and “pets and animals.” Lola
also finds herself frequently checking their account. She spends hours a day
on the site. She characterized herself as “hooked” and she joked that her
daughter tells her she has a “sickness.”
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Unlike many other YouTubers, Ashley has very little interest in meeting
other YouTubers in person. For her the site is more of a way to achieve future
goals. Yet, like many YouTubers, she also enjoys watching videos. Her most
memorable moments involve encountering enjoyable videos from some of
her favorite video makers. For Ashley, “The best thing about YouTube is that
there is always something to watch no matter what you like. The worst thing
is that you will never be able to see everything you want to see because it’s
just too immense.” Some of Lola’s most memorable moments also revolve
around favorite videos—and she appreciates that YouTube is widely accessible.
For Lola, one of YouTube’s biggest weaknesses and strengths is that it is free
and therefore available to anyone. The site contains a lot of “any old garbage”
as well as fun videos. More important, it gives a range of video makers such
as themselves—or as they say, “average people” with “real opinions”—an
opportunity to express themselves and promote their work.
Specialization and Collaboration
As young people begin to develop their expertise in creative production,
they often also work to develop a unique voice and specialty. Unlike
schools, which might ask young people to perform to more standardized
forms of achievement, recreational settings provide opportunities for
youth to develop more targeted expertise and delve into esoteric and
niche domains of knowledge. For example, Gepetto, introduced earlier,
turned to the online community of AMV editors for more specialized
knowledge of editing. Although he managed to interest a few of his
local friends in AMV making, none of them took to it to the extent
that he did. He relies heavily on the networked community of editors
as sources of knowledge and expertise and for models to aspire to. In
fact, in his local community he is now known as a video expert by
both his peers and adults. After seeing his AMV work, one of his highschool teachers asked him to teach a video workshop to younger students.
He joked that “even though I know nothing, [to my local community]
I am the Greater God of video editing.” The development of his identity
and competence as a video editor would not have been fully supported
within his local community; it was the networked relations mediated
by the Internet that led to ongoing peer-based learning and specialization.
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Attention to specialized and esoteric knowledge is characteristic of all
fandoms, but it is even more accentuated in highly technical fan practices
such as machinima, video editing, music making, and fansubbing.
Certain forms of media creation often involve collaboration between
different specialties. In describing youth hip-hop creation, Dilan
Mahendran (Hip-Hop Music Production) notes how youth develop
targeted specialty crafts, such as beat making (Mahendran 2007). Beats
are instrumental works created on Reason or other software. For many
students at his DJ project, “making beats” was a primary practice. Beat
making is a specialty craft that requires an enormous dedication of time
if one is to become proficient, and only a couple of the students
Mahendran observed mastered this craft at this amateur level. The beat
is elemental to a rap song and aspiring rappers want original authentic
beats to set themselves off from other rappers. The practice for beginning
rappers is to use commercial beats that they sample from CDs of wellknown rappers such as Jay-Z or Kanye West, but after they begin to hone
their craft they often demand custom beats that they may help produce.
Beats are highly valued works that accomplished rappers will seek original
versions of.
Mahendran’s work, as detailed in box 6.3, highlights the dynamic interplay between specialization and collaboration and the ways in which
consumption, fandom, media connoisseurship, and remix are steppingstones to developing voice and an identity as a member of a creative elite.
Hip-hop is a particularly important case, in that it was a genre of music
that was ahead of the curve in terms of developing styles of sampling and
remix, as well as being grounded within very active amateur production
communities where youth develop creative identities and competencies.
Within different media and genres of creative production, becoming a
creator entails developing either a specialized role in collaborative forms
of production, or a signature style that marks an individualized voice. For
example, within the fandom surrounding anime, there is a wide range of
fan productions, varying from the more individualized mode of fan fiction
writing or AMV creation to more collaborative modes such as fansubbing,
in which subtitles are added to anime and which require working together
as a tight-knit team.
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Box 6.3
Patricia G. Lange and Mizuko Ito
Making Music Together
Dilan Mahendran
Mistreat was almost nineteen in the summer of 2005 when she joined the
Rap Project in the Mission District of San Francisco (see figure 6.4) . Mistreat
had moved from El Salvador to the Mission District with her mother, father,
and brother when she was ten years old. Years later, she came to participate
in a ten-week introduction to hip-hop class being offered that summer in
the Mission. Mistreat had never rapped or made music before but she had
become a deep listener of hip-hop and rap music. She had not always listened
Figure 6.4
Mistreat rapping in the San Francisco MC Competition. Photo courtesy of www.Uthtv.
com, 2006.
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to hip-hop, though. In grade school she listened to salsa romantica and Latin
artists such as Marc Anthony, music that was popular with girls in her home
country of El Salvador. In middle school she listened to mainstream hip-hop
and R&B such as *NSYNC and 98 Degrees. When she hit high school most
other students were into hip-hop, particularly artists such as Messy Marv and
San Quinn from the local Bay Area Hyphy7 music scene. Hip-hop was the
music she related to because of its rough edge and its rejection of warm and
fuzzy love music. Mistreat wrote often about her life and experience coming
to San Francisco and figuring out how she could fit into the teenage scene in
junior high and high school.
There was plenty to write about: home life, school life, and friends. So when
she came to the Rap Project she had a quite a bit of content about everyday
matters, which she prodigiously transformed into rap lyrics. Mistreat’s first
attempt at recording was masterful. It was hard to believe that she had never
rapped before nor had previous experience in a recording booth. It was clear
that she was a virtuoso and a rare talent. She had a rapid-fire style of rapping
that would twist the tongues of most mortals. More important, she had a
unique voice that was readily distinguishable from the luminary rappers that
she most tried to emulate. She sounded like no one else; she was authentically
herself when she rapped. This was rare for most of the rappers who came out
of the Rap Project, because as they began rapping they tried to emulate their
favorite rappers in tone and style, although some did eventually develop their
own voices. Most others who began emulating Jay-Z or Lil Wayne, for
example, often continued this mimicry and never got to the next level.
A major pedagogical component of the Rap Project introductory classes was
the pairing up of students to work on songs together. Though collaboration
was a part of the structure of the class, the pairing up of students was a more
organic process and not directly organized by the instructors. Mistreat quickly
linked up with Young Mic, another very eager rapper who wrote lyrics prolifically. Young Mic, a nineteen-year-old Puerto Rican, grew up in the AfricanAmerican San Francisco neighborhood of Lakeside. Young Mic would come
each day two hours early with notebooks full of writing. Like Mistreat, he
wrote extensively before finding rap as a mode of expression. Young Mic
began his personal narrative writing while in the county jail for burglary. One
of the other inmates had suggested that he should rap to those stories he
wrote. Young Mic said he was kind of surprised when the inmate told him
that, because he too had never rapped before, even though he had listened
to hip-hop since middle school.
Both Mistreat and Young Mic were inseparable in open-studio time and
during classes. They were the most avid of all the students in the areas of
rapping and recording. Unlike other students in the class, both Mistreat and
Young Mic were determined to become rappers. During the ten-week class,
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Young Mic recorded twenty-four of his own songs, several of which ended
up on the class’s final album, much to the chagrin of some of the other students. Young Mic gave frequent advice to Mistreat, who seemed to see herself
as a novice compared to him. They shared ideas on lyric writing and how to
improve lyrical flow and cadence. Young Mic often used beats from established rappers such as Jay-Z or Kanye West. Mistreat was willing to work with
other students and rap to the beats that they were working on in the studio.
Mistreat asked another student named Johnny Quest, a sixteen-year-old
African-American who lived in Pittsburgh, California (an hour drive from the
Mission), to make a beat for a song that she had been working on. Johnny
Quest was an avid sampler and he sampled tracks from the sound track of
the movie Charlie and the Chocolate Factory (2005) to compose a deep meditative beat for her.
Mistreat’s collaboration with Johnny Quest was as much about his unique
beats as about including Johnny Quest in the making of the class final album.
Because Johnny Quest did not show any interest in rapping, he felt a bit
marginalized by the others. Some of the other students who focused on
rapping and song making were a bit reluctant to use the beginner beats of
other students because the commercially available beats that they sampled
were more highly produced. This did not deter Mistreat from using Johnny
Quest’s beats for a production track on the final class album.
Though the digital technological environment in the studio affords incredible power to individuals to control their own production from beginning to
end, it seemed an impossibility to produce a song without the concerted help
of others. Each of the students developed special skills, whether in rapping,
beat making, or producing final songs. The songs that students loved the most
were often songs in which either two or more students rapped on the track
or one rapped and another sang the chorus. Though some students enjoyed
the camaraderie of coming to the after-school program, most were passionate
about making music. Music as the goal of these students’ attention was significantly different from the notion of hanging out. Music brought these
students together and in some cases, such as the ones described here, close
friendships bloomed.
In the case of fansubbing, established groups generally have formal tests
and trial periods before admitting a new member, and there is a high
degree of specialization within each production team as well as in the
community overall. Each fansub group has a “raw provider,” who collects
the original episode in Japanese; a translator; an editor; a timer, who times
the length of time the subtitles should be on screen; a typesetter; an
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273
encoder; and usually several quality checkers, who review the final episodes. Although many fansubbers experiment with different roles in a
group, they usually have a specialty around which they build their reputations. For example, one encoder described how initially he was attracted
to the specialty because of the depth of knowledge that he could pursue
within an expert community. “It just got interesting because other encoders were like, ‘Here are some tips and tricks.’ . . . There were so many tricks
in how to handle that stuff that it got pretty interesting.” Mastering esoteric knowledge becomes a source of status and reputation. After gaining
this status as an expert, a subber will find that his or her services are in
great demand in the tight-knit community.
In her study of YouTube video makers and video bloggers (YouTube
and Video Bloggers), Patricia Lange found that video production, especially
those that spring from video as a form of social activity among offline
friends, often relies on the coordination of several individuals who
gravitate toward specialized roles within a group. Lange found that in
such groups of friends, roles such as director or editor were not particularly
fluid. Interviews indicated that friends recruited to be actors did not
always express the desire nor did they achieve the mentoring to shift
into other aspects of informal video production. Rather, one or at most
two people in a small video-making group usually stood out as recognized
experts among their local peers in school or in social activities, and it
was these individuals, Lange found, who often contributed more intensely
to the final product. A production group in many of the genres Lange
studied, such as informal comedy sketch and video blogging, emerged
from peer groups of friends who get together to make videos. While
everyone might contribute by acting and perhaps providing improvised
dialogue, not everyone directs and edits. Other members may or may not
be encouraged to experiment with taking on new roles. A select few often
have the interests and abilities to guide the efforts of a loosely collaborative
local group of friends who make movies together as an expression and
extension of friendship rather than because all individuals have an equal
interest in future video making at the professional level.
Another form of collaboration that online video makers engage in is the
“collab” video, in which a maker will collect video from other video creators. In these cases, sometimes well-known or even famous YouTubers
may lend footage or become actors or participants in someone else’s
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montage or video compilation. In addition, youth video makers may also
attend meet-ups and interview their favorite YouTube personalities. The
youth then edit together the videos in ways that show their perspective
and interpretation of attending events. In these scenarios, the youth have
control over the videos. YouTube celebrities or participants that a kid may
respect because of their popularity or technical video-making ability are
not in positions of authority or mentorship, but rather they are contributors to the kid’s vision. These dynamics show that online spaces such as
YouTube and blogs, and real-life gatherings such as meet-ups, provide
opportunities for youth to interact with adults as peers, moving out of the
age-segregated contexts of the school.
In the case of media production that requires multiple forms of expertise,
collaboration is an integral part of the production process. Digital media
and networks enable kids to decompose bits of the production process and
coordinate their work through a variety of online tools. The current media
ecology represents a convergence of a range of social and technical capabilities—the ability to share rich media online, greater processing power
in personal computers, accessible video- and image-editing tools, and
social media sites—that enable these forms of collaborative creation. We
saw the growth of amateur, collaborative digital media production first in
music (Russell et al. 2008); now these arrangements are being produced in
video making. Through these collaborative arrangements, kids develop
close partnerships and friendships and gain opportunities to learn from
others with different forms of knowledge and expertise.
Improving the Craft
Creative communities that are organized online provide sources of help,
expertise, and collaborative partners as well as a context where creators
can get feedback from audiences and fellow creators. We found that trajectories of improvement varied across individual producers and different
communities of interest, but in all cases, there were mechanisms in
place for creators to learn from one another. Some groups had hierarchical
structures, recognized standards, and specific mechanisms for distributing
feedback. Others had a more unstructured organization, varying or minimal
standards, and more informal mechanisms for providing peer-to-peer
advice and assistance.
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Certain online sites become a focal point for peer-based learning, sharing,
feedback, reviews, and competitions that push young people to improve
their craft. Sites such as YouTube, deviantART, and after-school media
programs give kids access to peers and experts in the areas of interest to
them. It enables access to people who are uniquely placed to evaluate
their particular media creation or contribution in ways that people
outside a narrow area of specialization could not appreciate. Online sites
provide both hard-coded and social mechanisms that enable participants
to share their work as well as engage in related commentary and discourse.
For example, animemusicvideos.org has numerous mechanisms for
feedback and reviews, including discussion forums, simple ratings, competitions, top video lists, and templates for doing full reviews of videos.
AbsoluteDestiny8 (a white twenty-seven-year-old), one of the most wellknown editors in the community, describes to Mizuko Ito (Anime Fans)
how he initially created AMVs in relative isolation, until he discovered
what AMV editors fondly call “the org.”
AbsoluteDestiny: I wasn’t really being influenced by other communities
until I went online for AMVs and found this whole other community
already going on. A lot of the work really pushed the boundaries in terms
of effort and editing and the kind of level you would go to in order to
create effects. It was much more than I had done, and it became a bit of
a challenge to see if I could extend my own work to bring it up to that
standard.
Mizuko: How did you get famous?
AbsoluteDestiny: It was slow at first. At first I joined the community,
asked for feedback, didn’t really get any, and discovered that the way to
become noticed and to get feedback on your own works was to give
feedback to other people. There’s a lot of mutual back rubbing going on,
and we would do feedback swaps. I would say OK, I’ll give you my thoughts
on your video if you’d give me your thoughts on mine. By doing that, and
by being very active, just having your name out and about, really really
helps. . . . So I would leave feedback on quite well known creators and lesser
known creators, and just getting into chat conversations on forums with
these people, getting to know them. . . . When it finally came about that I
made a video that actually did something that people might notice, which
was the Shameless Rock video, was quite a departure for me. . . . So then
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because people knew me, but didn’t really know my work, they would
watch my video and then they would say, “Oh my god, there is this really
great video out there that AbsoluteDestiny has done. Go and see it.” And
I was essentially an overnight success.
In addition to the org, AMV creators also meet up at anime conventions,
which participants call “cons,” and these meet-ups often define the elite
core of the AMV world. For example, the Anime Weekend Atlanta (AWA)
convention is widely known to be the central con for the AMV scene, and
there will be a dinner meet-up of more than a hundred creators to kick
things off. At most cons, the AMV editors will be hanging out in the screening room or the hotel-lobby bar, exchanging opinions about work, or as
Darius,9 a twenty-four-year-old African-American editor, described, “And
they’d talk about some other works or—or whatever. Not even their works,
but just ‘Hey, what’s up. How you doing? This is damn good Jack Daniel’s.’ ”
Both AMVs and fansubbing are specialized practices relying on deep knowledge of cult media. Creators appreciate feedback from other creators or
well-informed members of their public, and they think that there are
certain creative standards that have been established by their tight-knit
community. The reciprocity between different creators is an important
dimension of how learning works in these communities; the core participants occupy the roles of creator, viewer, and critic. For example, fansubbers have ongoing debates about what constitutes quality work, and fansub
comparison sites will conduct detailed comparisons of the quality of translation, encoding, editing, and typesetting between competing groups.
These peer evaluation mechanisms are in play in online writing communities as well. In C. J. Pascoe’s “Living Digital” study, the case of
Clarissa, a seventeen-year-old white female from California, is an example
of how this dynamic operates with online creative writing. The roleplaying board10 she participates in is a tight-knit creative community
intent on maintaining quality standards. To participate in the board,
writers must craft extensive character descriptions and formally apply for
admission. Clarissa described how she receives ongoing and substantive
feedback from other participants on the site, and she does the same for
her peers (Pascoe 2007b). For her story, see box 1.3. In the case of fan
fiction, writers and readers have a range of sites that they can go to. As is
the case with orangefizzy, a thirteen-year-old Asian-American female from
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California, recommendations and social networking play a large part
in decisions related to where they read and publish fan fiction (HerrStephenson, Harry Potter Fandom).
Becky:
Where do you read fanfic?
orangefizzy: at harrypotterfanfiction.com [HPFF] and fictionalley.org
[FA].
Becky:
and have you published your writing there too?
orangefizzy: not on FA, but on HPFF.
Becky:
why did you choose those sites?
orangefizzy: i don’t remember why i chose them to begin with looking
on FA because it’s bigger. I like HPFF, though, because it’s small and is not
full of people who like to write Snape/Hermione doing extremely x rated
things.
Becky:
why did you choose to publish on HPFF and not FA?
orangefizzy: because HPFF’s forums has more of a “community we all
know each other” feeling to it than FA, which is huge. and since i talked
to the HPFF people, i preferred to put my work in their archives.
The social aspects of fan fiction communities can be important influences
on how readers and writers interact with texts. For example, many communities have norms defining what is and is not appropriate feedback. At
times, however, and particularly in larger communities, readers do not
always provide what writers perceive as valuable feedback, as ChoMalfoy,
a seventeen-year-old female originally from China and now living in
Canada, mentioned in her interview (Herr-Stephenson, Harry Potter
Fandom):
Becky:
you mentioned that you used to write a little bit . . . did you share
the stuff you wrote?
ChoMalfoy: Yes. On FanFiction.net and FictionAlley and my LJ [Live
Journal].
Becky:
did you get a lot of feedback on your pieces?
ChoMalfoy: Yeah, a reasonable amount.
Becky:
did it impact your writing at all?
ChoMalfoy: No, the thing with reviews on fanfiction . . . people don’t
usually do constructive criticism. Mostly, it’s encouragement/expressing
desire for the author to hurry up with the next chapter.
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In other communities, critical feedback is provided by “beta readers,”
who read fics before they are published and give suggestions on style, plot,
and grammar. The relationships between writers and beta readers vary
greatly depending on the situation and the people involved, and the
expectations for beta readers differ between different sites. Describing her
(quite different) relationships with her beta reader and the writer for whom
she reads, orangefizzy said: “. . . yeah. i have a beta, and beta for another
person. my beta is my best online friend, but i haven’t heard from the girl
i beta for in MONTHS. i need to poke her soon, see that she hasn’t died.”
Not all creative groups have a tight-knit community with established
standards. YouTube, for example, functions more as an open aggregator of
a wide range of video-production genres and communities, and the standards for participation and commentary differ according to the goals of
particular video makers and social groups. Although some creative works
are targeted for small niche groups, other youth creators we have spoken
to wish to take advantage of opportunities to connect with a wide set of
dispersed, similarly interested people in order to maximize the potential
for receiving feedback, recognition, and critique for their work. Critique
and feedback can take many forms, including posted comments on a
site that displays works, private message exchanges, offers to collaborate,
invitations to join other creators’ social groups, and promotion from
other members of an interest-oriented group. On YouTube a famous video
maker might give a “shout-out” or mention another creator’s work he or
she admires. Even in the most competitive environments, the collaboration of other participants as promoters is often crucial to determining the
critical and popular success of certain works. Viewers and fans who are
often producers themselves rate, comment, and promote certain works
over others.
In both the more tight-knit niche communities and more open sites such
as YouTube, creators distinguished between productive and unproductive
feedback. Simple five-star rating schemes, while useful in boosting ranking
and visibility, were not valued as mechanisms for actually improving one’s
craft. Fansubbers generally thought that their audience had little understanding of what constituted a quality fansub and would take seriously
only the evaluation of fellow producers. Similarly, AMV creators play down
rankings and competition results based on “viewers choice.” The perception among creators is that many videos win if they use popular anime as
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source material, regardless of the merits of the editing. In the YouTube
world, many participants are concerned about “haters,” or people who
leave mean-spirited, discriminatory, or hurtful comments containing
images of violence or death. While creators disliked these comments, they
did not necessarily think that they should be restricted or excluded from
the site. A number of youth creators also mentioned that they deliberately
refuse to remove even hurtful comments posted on their pages as a way
of showing their support for free speech online (Lange 2007a).
In contrast to these attitudes toward audience feedback, a comment from
a respected fellow creator carries a great deal of weight. Darius, the twentyfour-year-old African-American mentioned earlier (Ito, Anime Fans),
described some of the challenges he had in getting people to view and
comment on his videos, but he was deeply appreciative when one fellow
editor did give him feedback on his work.
And so somebody finally watched it at AWA, and was, like, oh, different concept,
but it was a pretty cool video. Not necessarily award winning, but it was cool. I can
watch it. I was, like, oh, okay. Thank you. I finally got somebody to tell me that,
that much. But, like, you know, sometimes trying to get feedback on some of these
things is like pulling teeth.
These moments, when young people get validation for their work from a
peer, are important stepping-stones to developing an identity as a media
creator. While some youth eschew the critiques as less useful because they
are telling them what they already know, others highly value finding recognition and acceptance from peers for their work, even when they must
endure hurtful commentary or harsh criticism from others. As Frank, a
white fifteen-year-old male from Ohio on YouTube, stated, “But then even
when you get one good comment, that makes up for fifty mean comments,
‘cause it’s just the fact of knowing that someone else out there liked your
videos and stuff, and it doesn’t really matter about everyone else that’s
criticized you” (Lange, YouTube and Video Bloggers). Edric, a rapper in
Dilan Mahendran’s study (Hip-Hop Music Production), is a nineteen-yearold Puerto Rican male who was born and grew up in San Francisco. He
described the moment when he first stepped into the recording booth and
received some recognition from fellow artists.
So I went into the booth. And I was nervous. It took me two times to finally get
my words right. And finally I got my words right and did this song. And everyone
was like, “Man, that was nice. I liked that.” And I was like, for real? I was like, I
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appreciate that. And ever since then I’ve just been stuck to writing, developing my
style . . .
Almost all creators bounce their ideas off fellow creators and ask specifically
for feedback on their work. For example, in his work studying after-school
video programs, Dan Perkel (The Social Dynamics of Media Production)
observed how Nina (a twelve-year-old girl from a low-income neighborhood in northern California who appeared to be African-American) used
LiveType to make a title for a video. After she made a title for her group’s
show, a few of her other team members came around, happened to see it,
and showed their appreciation. One of the boys got very excited upon
seeing it and the girl beamed proudly.
This type of ongoing feedback and communication among fellow creators and informed critics is one of the primary mechanisms through
which creators improve their craft after their entry into a creative practice.
Youth media programs, such as those described by Mahendran and Perkel,
can provide the contexts for this kind of peer-based evaluation to happen.
Other youth turn to online forums and interest-based communities, with
their corresponding infrastructures of meet-ups and screenings. Through
these ongoing exchanges, creators develop a sense of shared creative standards, genre conventions, and new forms of literacy. These social practices
of evaluation, standard setting, and reputation building, well established
in professional art worlds, are now being taken up by a larger swath of
amateurs engaged in digital media production and online sharing.
Gaining Audience
Although audiences are not always seen as the best sources of critical feedback, most creators do seek visibility for their works, even if it is with relatively small groups of friends, families, or peers. The desire for sharing,
visibility, and reputation is a powerful driver for creative production in the
online world. While fellow creators provide the feedback that improves
the craft, audiences provide the recognition and validation of the work
that is highly motivational.
Although sharing is a motivator for most kinds of media creation we
have observed, the boundaries that kids put on the sharing vary by kids
and media type. For personal media, though youth may post publicly to
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sites such as MySpace or YouTube, the work generally is not intended to
be circulated beyond friends and family. Many budding media creators
also decide to share with only a small group. For example, several fan
fiction writers in Mizuko Ito’s Anime fans study wrote extensively but
shared their writing with only their close friends. In some cases, people
produce works for themselves and use their online creative-production
spaces as personal sketchbooks in which they can experiment with things.
Finally, our study has also identified a number of kids and youth who are
reluctant to publicly share their materials. Keke, a sixteen-year-old black
female from Los Angeles in danah boyd’s study (Teen Sociality in Networked
Publics), described conflicting desires to become a music producer and her
reluctance and shyness at sharing her work:
danah:
Keke:
So what about writing? What do you write about?
I write about global warming and the war on Iraq, and I also write
songs. I want to be a music producer when I grow up. I do a lot of music.
Me and my best friend, London, we do a lot of music. We got a lot of songs
that we’ve written together. So, yeah.
danah:
So what do you do when you’ve written these things? Do you
share them with anyone?
Keke:
No. They’re just . . . ‘cause I’m real shy. For my music, I’m real shy.
I don’t know. I’ve just been shy. But every time I . . . ‘cause I rap, so when
I’ve rapped and stuff, people tell me I’m real good. I’m still shy, but I don’t
share none of the stuff I write about with other people ‘cause some of it is
real personal, ‘cause I write a lot of stuff about my brother, who died, yeah.
danah:
Keke:
Do you think you’ll ever share what you write?
Nope, never [laughs]. Never will I share it, ‘cause everybody I hang
out with . . . they don’t really pay attention to stuff like I do. Like, I watch
the news like it’s a channel . . . if I am on the Internet, I’m looking up
homeland security, stuff like that.
Young people struggle over their sense of confidence and safety about
sharing their work to wider audiences. As creators get more confident and
involved in their work, however, they generally will seek out audiences,
and the online environment provides a vehicle for publishing and circulation of their work. In Dilan Mahendran’s study (Hip-Hop Music Production),
the more ambitious musicians would use a MySpace Music template as
a way to develop profiles that situate them as musicians rather than a stan-
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Figure 6.5
An example of a MySpace Music profile. Reprinted with permission from Young
MIC. Screen capture by Dilan Mahendran, 2006.
dard teen personal profile (see figure 6.5). Similarly, video makers who seek
broader audiences gravitate toward YouTube as a site to gain visibility.
More specialized video communities, such as those who do AMVs or
live-action vidding,11 will often avoid general-purpose video-sharing sites
such as YouTube because they are not targeted to audiences who are well
informed about their genres of media. In fact, on the forums on the org,
any instance of the term “YouTube” is automatically censored. Even within
these specialized groups, however, creators do seek visibility. One AMV
creator in Mizuko Ito’s “Anime Fans” study, Xstylus12 (a white twenty-
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eight-year-old), described the moment when his video was shown at Anime
Expo (AX), the largest anime convention in the United States:
It was replayed again to an even-more-packed house during Masquerade, AX’s most
popular event. Never had I ever seen so many people laugh so hard in my entire
life. The only people who could ever come close to experiencing such a feeling are
Hollywood directors having won an Academy Award for Best Picture. It was the
finest, greatest, most moving moment of my entire existence. Nothing will ever top
it. Ever.
XStylus received recognition for his work in the context of a formal competition organized by the convention. Most major anime conventions now
will include an AMV competition in which the winning works are showcased, in addition to providing venues for fan artists to display and sell
their work. The young hip-hop artists Dilan Mahendran spoke to also
participated in musical competitions that gave them visibility, particularly
if they went home with awards. Even fansubbers who insist that quality
and respect among peers are more important than download numbers will
admit that they do track the numbers. As one subber in Ito’s study described,
“Deep down inside, every fansubber wants to have their work watched,
and a high amount of viewers causes them some kind of joy whether they
express it or not.” Fansub groups generally make their “trackers,” which
record the number of downloads, public on their sites.
Similarly, on YouTube, people have access to “view counts” of particular
videos, although these are generally regarded as unreliable (YouTube was
sometimes slow and inconsistent in updating them) and easily manipulated (by makers who can create automated refresh programs to reload the
video and make it appear as though it is being viewed widely). For youth
producers who wish to professionalize or maintain an advanced-amateur
status in which they can partner with YouTube, numbers of views and
comments are used as a rough metric for granting partnership and promoting their work. Another metric involves the number of “subscribers” that
a person on YouTube has. Being a subscriber of someone on YouTube
means that you will be alerted (usually via email) when he or she posts
new videos. Some YouTubers participate in a kind of “sub-for-sub” reciprocity in which a video maker subscribes to someone else with the expectation or hope that the subscription will be reciprocated. However, many
people actively resist this assumption and prefer to subscribe only when
content interests them.
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Reciprocity agreements and friendships can greatly assist one’s visibility.
One interviewee in Mizuko Ito’s anime study (Anime Fans), SnafuDave (see
box 7.1), is a successful web comics creator who hosts a site for his own
comics and the comics of several other artists. He described that as he was
getting started, the friendships he made with other established artists were
instrumental in his gaining audience. Some of these artists ended up using
his site to publish their work, which “was a really big pull.” Others would
mention his site in their own postings, which would also drive audience
to his site. He also places advertisements for his site on other established
web comics sites. In this case, he generally pays for the advertising, even
though there is often a spirit of reciprocity within the web comics world.
“I try to pay for all of my advertising, just because I know, say, if they do
give me that spot, then they’re losing money by not selling it to someone
else.” In addition to these forms of ad placements, he visits conventions
around the country to promote his work and sell related merchandise.
Youth such as SnafuDave who are able to reach wide audiences can
parlay their creative work into future careers. Even in the case of youth
who stay within recreational and amateur domains of creative production,
the ability to connect with audiences is a key part of what drives their
participation and learning in creative production. The ability of digital
networked media to create new publics and audiences for amateur work is
one of the most transformative dimensions of contemporary new media.
The ability to define new collectivities and niche publics for culture and
knowledge has been the subject of much writing on contemporary digital
culture (Anderson 2006; Benkler 2006; Jenkins 2006; Shirky 2008; Varnelis
2008). Examining media production provides a window onto how these
dynamics are operating in the everyday lives of youth.
Aspirational Trajectories
In most cases, young people who create digital media are not aspiring to
be professionals or to get famous through their creative work. They engage
in digital media production as a social activity, a fun extracurricular hobby,
or maybe even a serious lifelong one. Most of the dominant forms of fan
production—fan fiction, video remix, amateur comics—are not commercially viable. Even older fans who do professional-quality work and who
have a substantial following in the fandom generally have no professional
or commercial aspirations in the area and have day jobs that are not related
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to their creative hobbies. For example, doki13 (a white thirty-two-year-old),
one of the leaders of the AMV world, describes himself as “a game designer
by day, AMV creator by night.” Another anime fan, Scottanime14 (a white
thirty-one-year-old), spends almost all his time off from being a mail
carrier organizing anime conventions (Ito, Anime Fans). Even though these
activities may not result in economic or vocational outcomes, participants
in amateur media creation work hard to improve their craft, and they
get tremendous validation from their creative communities and audiences
for a job well done. Some researchers refer to a category of creators as
“proteurs,” or “people who have gained recognition as professionals for
their hobbies even if they don’t have relevant professional certificates or
degrees” (Faulkner and Melican 2007, 53). As discussed in box 6.4, several
groups of youth podcasters have achieved recognition for their achievements from fans and from major corporations such as Scholastic (the U.S.
publisher of the Harry Potter book series) and Warner Brothers (the studio
that produces the films).
Box 6.4 **Spoiler Alert**: Harry Potter Podcasting as Collaborative
Production
Becky Herr-Stephenson
Sitting on the floor of a crowded annex of a Los Angeles bookstore, I am
just one of nearly two hundred people waiting for an event to start. To my
right, a mother and son talk about a theory on time travel. Behind me, a
teenage girl scribbles furiously in a well-worn notebook. All around, excited
conversation ebbs and flows, at times becoming uncomfortably loud. One
can only imagine what the other bookstore patrons are thinking. This place
has often served as a quiet space for a cup of tea and a new book; that is
certainly not the experience available today. When the event starts, the audience cheers for a group of people making their way to the small stage. It is
not a prolific author, nor a band, nor a popular public speaker that we are
there to see—it is a group of regular (if geeky) people who have become BNFs
(big-name fans) for recording podcasts about Harry Potter. But one would
never know that if she were just wandering by the annex on the way to the
travel guides section.
Since the publication of Harry Potter and the Sorcerer’s Stone nearly ten years
ago, Harry Potter fans have adopted a variety of technologies for sharing
writing, facilitating discussion, creating artwork and computer graphics, and
producing audio and video. Podcasting, the production of audio files for
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download via RSS (really simple syndication), emerged as a popular genre of
fan production in August 2005. At the height of the “Summer of Potter,” July
2007, more than thirty podcasts were in active production. Podcasting seems
a natural fit for this technology-savvy fandom, which has expertly migrated
many longtime elements of fandom (including sharing information, media
production, and social networking) to online spaces, opening the fandom to
geographically diffuse and generationally diverse groups of fans. Podcasting
allows for ongoing analysis of canon materials and in-depth, sustained commentary on fans’ consumption and production practices, discussions that do
not necessarily have a home within other forms of fan production.
Harry Potter podcasts take on a variety of formats, but most contain the
same basic elements: news updates, literary analysis and theory building, and
commentary on other media within the franchise, such as the films, sound
tracks, merchandising, and video games. Some shows focus on a specific
interest—such as fan fiction or “Wizard Rock” music, while others focus on
a particular character or relationship within the books.
Podcast production can vary from an individual who hosts, records, edits,
and publishes the show by herself to a group with a hierarchical organization
similar to small video-production collectives or independent bands. In
most cases, podcasts are run by a small team of hosts. The hosts prepare a
rundown or outline for each episode, usually working with collaboration and
communication tools such as instant messaging, Skype conference calls, and
Google Docs, which allow simultaneous collaborative editing of texts. Email
and phone contact (voice and texting) also frequently play a role in some of
the necessary microcoordination around a podcast recording. In addition to
the discussion among the hosts, podcasts frequently feature segments recorded
by correspondents or specialists in a particular aspect of fandom that are
“rolled in” between host discussions. One podcaster, a white nineteen-year-old
from Illinois, emphasized the importance of opening the production to contributors aside from the hosts. He said, “The main focus of [our show] is to
give other people a chance to be podcasters . . . we want to give them an
opportunity to be a podcaster. The first thing we decided was that anyone
who wants to be a guest host can be on the show.” Since the technological
demands for recording a podcast are relatively low, and because there is no
need for the hosts to be colocated for recording, it is possible to open up the
production process in this way.
Equally important as segment contributors and guest hosts, a third element
to Harry Potter podcasts (and podcasting in general) is general audience participation. Shows frequently have voice-mail services where listeners can call
in and record questions and comments that are played during the show.
Alternatively, some podcasts solicit audience feedback via email, and the hosts
read and respond to those comments. The audience participation in podcast-
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ing is similar to that of talk-radio programs, but it also reflects the value placed
on accessibility, dialogue, and blurring boundaries between producer and
consumer that are characteristic of online creative production.
Production does not end with recording. In addition to editing the audio,
podcasters must navigate distribution and publicity channels. Unlike mainstream media, in which a separate entity generally would handle the distribution and marketing of a program, podcasters (and most other amateur
producers) need to make decisions about the venues in which they will
publish and promote their shows. For many podcasts, the first step is creating
a show webpage. The show page acts as home base for the show and provides
information about the podcast and links to download episodes. Other venues
for publication of the show feeds include online music retailers such as
iTunes, podcast aggregators such as podcastalley.com, or social network sites
such as MySpace. Within the fandom, cross-promotion and linking are a
regular practice, as fans tend to exist within small “neighborhoods” of sites
that cater to their particular interests and favorite practices. It is not unusual
to find out about new episodes of a podcast through one’s Friend list on
LiveJournal, a MySpace bulletin, or a Friend’s Facebook status update before
the episode is available on iTunes.
In some cases, promotion extends beyond the fan community. Two podcasts made of geographically dispersed, teenage and mixed-age adults are
particularly noteworthy. They are associated with large fan sites that have
achieved notoriety within the fandom as well as recognition by corporations
such as Scholastic (the U.S. publisher of the series) and Warner Brothers (the
studio that produces the films). These two podcasts have produced weekly
episodes (with few exceptions) for more than two years, and they continue
to put out new episodes even after the final book was released on July 21,
2007. One unique element of these shows is that they regularly record live
podcasts at events such as fan conferences, book releases, movie premieres,
and occasionally, just because they happen to be traveling together for
another event. To support the costs of production (bandwidth, software,
on-site production, travel, etc.), both shows feature advertisements in the
episodes and on their websites. In a manner very similar to early radio and
television, episodes start with advertisements for the shows’ sponsors, which
vary from website hosting services to major chain booksellers.
Several popular Harry Potter podcasts are winding down production since
the release of the last book, releasing sporadic special episodes rather than
weekly or monthly episodes. At the same time, some podcasters are beginning
to experiment with video podcasts and live streaming technologies. It is a
moment of transition for this type of production, just as it is for the fandom
as a whole. Harry has grown up and defeated the Dark Lord, and fans, who still
have much to say, are looking to new forms of production for expression.
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Although aspirations for creative production are quite varied, we have
observed a category of children and youth who have plans to become
media professionals. These individuals see their creative production as a
means to train themselves, improve technical skills, gain visibility and
reputation, and develop relevant contacts in appropriate arenas. In some
cases, parents lend support to their children’s endeavors by helping to
provide material and emotional infrastructures that enable them to develop
their skills and visibility. In other cases, parents are involved much more
directly in children’s career paths by participating and coproducing the
media productions. For example, as box 6.2 describes, a sixteen-year-old
girl, who calls herself a “future filmmaker” on YouTube, and her mother
make and post videos to build the daughter’s résumé and help her gain
the skills that will enable her to become accepted in appropriate mediaoriented educational programs.
In most cases, children who express interest in becoming professionals
are not necessarily sure which role in media, such as being a director or
editor, they wish to take up. Some of them plan to major in artistic or
related disciplines in college. A few kids and youth we have spoken to did
not necessarily start out with particular plans to pursue media careers, but
they found broad success in their communities of interest and changed
their majors or started to consider media as a potential career. In his
research in after-school video programs (The Social Dynamics of Media
Production), for example, Dan Perkel found that several participants
planned to pursue media-related careers. However, he stated that it was
difficult to tell to what extent participation in the after-school program
stimulated this interest or if it was part of a deep prior interest. We have
found that hierarchies of recognition and technical specialization often
develop among youth in local peer groups and in schools. For example,
we observed some experienced youth video makers being asked to contribute to school activities by holding workshops or creating videos to advertise or document school events. Regardless of how many of these kids
actually will be able to go on to pursue careers as video makers, we have
seen many instances of kids who begin in the amateur space but eventually
aspire to a professional track.
In addition to providing new avenues for professionalization, new-media
distribution affords different aspirational trajectories. By linking “long tail”
(Anderson 2006) niche audiences, online media-sharing sites make amateur-
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and youth-created content visible to other creators. Aspiring creators do
not need to look exclusively to professional and commercial works for
models of how to pursue their craft. Young people can begin by modeling
more accessible and amateur forms of creative production. Even if they
end there, with practices that never turn toward professionalism, they
still can gain status, validation, and reputation within specific creative
communities and smaller audiences. The ability to specialize, tailor one’s
message and voice, and communicate with small publics is facilitated by
the growing availability of diverse and niche networked publics. Gaining
reputation as a rapper within the exclusive community of Bay Area Hyphy
hip-hop, being recognized as a great character writer on a particular roleplaying board, or being known as the best comedic AMV editor for a
particular anime series are all examples of fame and reputation within
specialized communities of interest. These aspirational trajectories do not
necessarily resolve into a vision of making it big or becoming famous within
the mode of established commercial media production. Yet they still enable
young people to gain validation, recognition, and audience for their creative works and to hone their craft within groups of like-minded and expert
peers. Gaining recognition in these niche and amateur groups means validation of creative work in the here and now without having to wait for
rewards in a far-flung and uncertain future in creative production.
In terms of discourses of fame, some producers straightforwardly claimed
they sought fame and widespread recognition for their work. However,
others eschewed connections to fame, which is a construct that often is
laden with ideological baggage and negative connotations. For example, a
group of older male teen producers from California on YouTube (who had
won a festival prize for their work) expressed frustration that some of the
most famous youth contributors to the site created work that they saw as
subpar, uncreative, and not particularly technical (Lange, YouTube and
Video Bloggers). Fame is often discussed as a relational construct in which
a person who may be considered famous by certain measures denies being
as famous as another producer or media maker. For some participants,
being famous was not as important as improving their skills and receiving
legitimation from a select few peers they deemed capable of understanding
their contribution in a meaningful way.
What is significant about contemporary networked publics is that they
open up multiple aspirational trajectories for young people. While some
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may aspire to professionalization and large audiences, others see their
creative work as a serious but amateur hobby, pursued for the love of it
and not for financial gain. Online distribution may be opening new avenues
to fame and professional careers for a small number of creators, but the
more radical and broad-based changes are happening at the amateur layer.
Unlike professional media production, amateur media can support a proliferating number of creators buoyed by long-tail, small audiences. These
niche audiences represent an opportunity for a growing number of youth
to engage in media production in the context of public participation.
Conclusion
In this chapter, we describe some of the specificities of how kids engage in
creative production and a wide range of practices that might fall under the
umbrella of “online content creation.” Most of the content creation that
youth engage in is a form of personal media creation that is focused on
documenting their everyday lives and sharing with friends and family. In
some cases, this everyday personal media production serves as a jumpingoff point for developing other kinds of creative interests. In other cases,
youth express interest in developing highly technical media skills from an
early age. Yet both commonplace and exceptional cases in media production share certain commonalities, and the boundary between “casual” and
social media production and “serious” media production is difficult to
define. Although friendship-driven and hanging out genres of participation are generally associated with more casual forms of media creation,
they can transition quickly to messing around and geeking out. Conversely,
the relationships that youth foster in interest-driven creative production
can become a source of new friendship and collegiality that is an alternative to the kinds of friendships and status regimes that youth must inhabit
at school. We can see this in the social energies that young people bring
to online discussions with their interest-based friends as well as in conventions and meet-ups where youth are sharing their lives as well as their
creative work.
All these cases demonstrate the growing centrality of media creation in
the everyday social communication of youth. Whether it is everyday photography or machinima, youth are using media they create as a way of
documenting their lives and as a means of self-expression. These cases also
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demonstrate the centrality of peer-based exchange in motivating creative
work and providing a learning context. Peers are fellow creators youth see
as knowledgeable audiences who have shared investments in the work,
and with whom they have a relation of reciprocity. Peers view and comment
on their work and vice versa. This may be the given peer group of local
friends or family, or it may be a specialized creative community. Teens
consider what their friends will think of their MySpace profiles, and video
creators hope fellow makers will appreciate the craft that went in to their
work. In both these cases, networked publics enable kids to connect with
others in ways that facilitate sharing and peer-based learning. Even when
the initial impetus for media production comes from family, school, or
after-school programs, a prime motivator for improving the craft lies in
the network of peers who serve as audiences, critics, collaborators, and
coproducers in the creation of media.
School programs can provide an introduction to creative production
practices that kids may not otherwise have exposure to. In most programs,
however, the audience for production is limited to the teacher and possibly
the class. In addition, most classroom projects are not driven by the interests of the participants themselves. By contrast, the examples we have
found in youth recreational and hobby productions indicate a different
dynamic. When youth have the opportunity to pursue projects based on
their own interests, and to share them within a network of peers with
similar investments, the result is highly active forms of learning. In afterschool programs where youth have the opportunity to showcase their work
to a broader audience of creators and aficionados, they can gain validation
for their work in ways similar to what we have observed online. For
example, Dilan Mahendran’s study (Hip-Hop Music Production) found that
youth hip-hop creators in the program he studied distributed their works
to larger audiences and participated in a range of public performances and
competitions. The case of hip-hop demonstrates the power of amateur and
small-scale communities of media production to support aspirational trajectories that rely on reputation in more niche or local contexts. Online
networks enable young people to find these niche audiences in ways that
were not historically available to youth. Although it is rare for youth to be
able to reach a scale of audience that rivals professional media production,
many are able to reach beyond the boundaries of home, local activity
groups, and families in finding appreciative audiences for their work.
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Within all these contexts, whether supported by online groups or local
programs, youth are experimenting with new genres of media and new
forms of literacy that take advantage of a moment of interpretive flexibility
in the contemporary media ecology. This chapter focuses on the social
processes of media production. By concentrating on these processes, we
have investigated how young people are actively negotiating with one
another about standards of quality and craftsmanship. Part of the excitement for young creators is that they can be part of defining new genres
and cultural forms, not simply reproducing existing ones. This is an
example of some of the specificity of how generational identity, media
literacy, and technical change coconstruct one another.
Notes
1. “Prosumer” is a contraction of “producer” and “consumer,” or “professional” and
“consumer.” The term was coined by Alvin Toffler (1980) to describe the blurring
of the boundaries between producers and consumers.
2. “Pro-am” refers to “professional amateurs” and was popularized by Charles
Leadbeater and Paul Miller (2004). The term refers to the trend toward amateurs
creating work to professional standards.
3. “Inertia” is a screen name.
4. Anime music videos (AMVs) are remix fan videos, in which editors will combine
footage from anime with other sound tracks. Most commonly, editors will use
popular Euro-American music, but some also will edit to movie trailer or TV ad
sound tracks or to pieces of dialogue from movies and TV.
5. “Gepetto” is a screen name.
6. “SnafuDave” is a screen name.
7. “Hyphy” is a rap genre that originated in the San Francisco Bay Area and is closely
associated with the late rapper Mac Dre and with Fabby Davis Jr. Hyphy music is
often categorized as rhythmically up-tempo with a focus on eclectic instrumental
beat arrangements, and is tightly coupled with particular dance styles.
8. “AbsoluteDestiny” is a screen name.
9. “Darius” is a real name.
10. Role-playing boards, also know as play-by-post games, are a hybrid between fan
fiction and role-playing games. Writers generally take on the role of a character in
a fantasy world and post narrative about their character to a web forum to collaboratively create stories or engage in a role-playing game.
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293
11. “Vidding,” like AMVs, is a process of remixing footage from TV shows and
movies to sound tracks of an editor’s choosing. Unlike AMVs, however, the liveaction vidding community has been dominated by women.
12. “Xstylus” is a screen name.
13. “Doki” is a screen name.
14. “Scottanime” is a screen name.
7
WORK
Lead Author: Mizuko Ito
In her research on Silicon Valley families, Heather Horst writes about the
Smith family, who “view digital media as a tool for their children’s personal
and professional life.” One of the two daughters is a budding musician who
writes her own music and performs at local venues. Her older sister is an
accomplished dancer and writer who uses the skills learned while attending
the Girls Technology Academy to help her father digitally record, edit,
burn, and distribute CDs of her sister’s performances. For the Smith family,
digital media production is a creative hobby that they engage in together
as well as an activity that is intimately tied to future career aspirations for
the children (Horst 2007). Another Silicon Valley teen, a nineteen-year-old
Filipino and Japanese American, has been a leader of a fansubbing group
since high school. At the time of our interview, he was taking time off from
college to help out in his family technology-related business. “If I didn’t
stop school and help out, we’d be in serious trouble now,” he explained.
At the same time, he was still continuing his unpaid work in fansubbing,
managing a team of more than a dozen staff who churn out subtitled anime
every week for eager fans. His technical expertise serves him across multiple
domains of work, some paid, some unpaid (Ito, Anime Fans).
These examples of engagement with new media point to certain domains
of practice that are not covered by the other chapters in this volume. The
focus of our project has been on learning in relation to youth practices of
play, socializing, and creative experimentation. As we have pursued this
research, however, we have found that new media also have important
implications for how young people engage in activities that they see
as serious or productive work, or that have a role in preparing them
for jobs in the future. The promotion of new media use among youth is
often justified in terms of skills training for “competitiveness” in the
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twenty-first-century workplace (Drucker 1994; Florida 2003); parents, educators, and kids often describe their relationship to learning and new
media in these terms. In addition to this educative, future-oriented role of
technology engagement, new media have an important influence on the
here-and-now of at least some of the more digitally mobilized youth we
have met through our research. One of the important roles that new media
play in the lives of youth is in providing access to experiences of volunteerism and work that give them a greater sense of autonomy and efficacy than
those avenues of work that previously have been available to U.S. teens.
This chapter describes these different dimensions of new media and
work—how new media engagement operates as a site of training and
preparatory work as well as how it becomes a vehicle for new forms of
volunteerism, nonmarket labor, and new media ventures. The effort is to
capture those new media activities characterized by a productive or seriousness of purpose, where play, socializing, and messing around begin to
shade into what youth consider “work,” “real responsibility,” and economic gain. We draw primarily from studies that look at the everyday lives
of youth in families (Martínez, High School Computer Club and Animation
around the Block; Sims, Rural and Urban Youth; Tripp and Herr-Stephenson,
Los Angeles Middle Schools), studies of gaming and fan production (Cody,
Final Fantasy XI; Herr-Stephenson, Harry Potter Fandom; Horst and
Robinson, Neopets; Ito, Anime Fans; Lange, YouTube and Video Bloggers),
and studies of youth media production (Antin, Perkel, and Sims, The Social
Dynamics of Media Production; Mahendran, Hip-Hop Music Production).
After providing a conceptual framework for our understanding of the relationship between new media, youth, and work, the chapter describes three
categories of work-related practice: training, entrepreneurship, and nonmarket work.
Work, Youth, and New Media
Our understandings of what work or labor means in relation to children
and youth are diverse and contested within different scholarly communities. Although it is not our intention here to fully review this body of work
or to formulate our own definitions, we would like to take a moment to
contextualize our descriptions and outline the boundaries of what we
address in this chapter. In the United States, youth are largely shut out
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from the primary labor market, but they still engage in a wide range of
activities that could be recognized as work, varying from schoolwork to
chores to part-time jobs in the service sector. Researchers have argued that
we run the risk of erasing youth contributions to our economy and productive labor if we insist on categorically excluding certain forms of youth
activity from our definitions of work (Orellana 2001; Qvortrup 2001).
Activities such as “helping” at home or in class often are not counted as
work, although they are clearly productive labor (Orellana 2001). Our definitions of work are further complicated by the fact that even play is often
defined as “the work of childhood” (Seiter 1993), and “serious” extracurricular activities such as volunteer activities, music lessons, and sports also
can be considered “work” by children and parents. Narrow definitions of
work would limit the discussion to activity that has clear economic outcomes, while broader definitions could include activity that is more general
to any productive or compulsory activity, such as the work of education
(Qvortrup 2001). Educational, preparatory work is what Jens Qvortrup
(2001) has argued is the most important kind of economically productive
activity that children engage in—preparing themselves as future workers.
While we might hesitate to call schooling and extracurricular activities
“work” in the traditional sense, it is important to acknowledge the ways
in which this “prep work” is part of the cultivation of skills and dispositions that will serve youth as they move into jobs and careers. These diverse
accounts of what constitutes work are all important reference points in
understanding the discourses and practices of work that we encountered
in our case studies.
Children and youth represent a special case in discussions of labor and
work. As with other industrialized countries, the United States has a wellestablished set of laws and social norms that limit children’s and youth’s
access to certain categories of work. The shift toward education as defining
the primary work of teens was a constitutive element of the definition of
adolescence as a unique life stage (Hine 2000). Although teens may have
the right to take jobs, they do not always have access to the jobs that they
imagine for themselves in their future as adults. Jim McKechnie and Sandy
Hobbs have argued that compulsory education did not force adolescents
out of employment; rather “it has moved the main forms of employment
from full-time to part-time and changed the nature of that employment”
(2001, 10). They point out that the majority of youth in industrialized
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countries works in a part-time capacity, often negotiating tensions with
their “primary” occupation as students. Phillip Mizen, Christopher Pole,
and Angela Bolton (2001, 19) describe the work available to adolescents
today as “unskilled work around the edges of the formal labour market,”
typically retail, distribution, catering, and fast food. The United States is
characterized by a dual track in terms of youth relationships with school
and work. While more privileged youth typically engage in “low intensity”
work and give priority to an academic pathway, lower-income youth more
typically take a pathway that “leads directly from high intensity high
school employment to full-time adult employment” (Hansen, Mortimer,
and Krüger 2001, 133). These structural conditions of youth and labor are
an important backdrop to kids’ engagements with new media work.
New media add some unique wrinkles to our understandings of youth
and work. For starters, in public debates surrounding education and new
media, the issue of job preparation is often central to the discourse. These
approaches are framed by the expectation that education should be the
primary work of childhood, and new media learning is validated by the
expectation that it will translate to job-relevant skills in the future. All
the structured educational efforts around new media that we observed are
justified, at least in part, by the argument that they are helping to develop
job-relevant skills. Programs that have an equity agenda are often funded
as efforts to provide disadvantaged children and youth with remedial
access to high-tech skills. At the same time, there is a growing recognition
that digital media skills are largely cultivated in the home and other more
informal and social settings (Seiter 2007). Schools are not the dominant
sites of access to these forms of preparatory training with new media and
information technology. Privileged homes take new technology for granted,
integrating computer use seamlessly into their everyday routines and
domestic spaces. They see new media engagement as part of a more general
stance of participation in public life, not necessarily those that are focused
on job skills. By contrast, low-income families struggle to keep up with the
rising bar for participation in an increasingly high-tech ecology of culture
and knowledge. These ways in which new media play into practices that
participants see as preparatory for jobs and careers is the first descriptive
category for this chapter. This is a set of practices we call “training.” This
includes learning activities that are pursued in both formal and informal
educational settings, though our focus is on the latter.
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The second set of work practices we have encountered in our case studies
are those that are directly tied to economic activity. This would include
jobs that rely on digital media and small economic ventures that were
started by youth. Because of our focus on informal learning, most of our
cases are on the latter—youth-driven forms of economic activity that we
call new media “entrepreneurism.” Digital and networked media have
opened up opportunities for economic activity for young people that are
not part of the existing ghettoes of youth labor, but rather involve young
people’s mobilizing and hustling to market their new media skills in a more
entrepreneurial vein. These new forms of accessibility to entrepreneurial
opportunity are the second wrinkle that new media add to the landscape
of youth and work. While some of these activities are tied to existing genres
of youth labor—such as the marketing of youth talent or getting paid for
helping in local and community settings, other enterprising youth are
disrupting expectations about the categories of economic activity that
youth should engage in. In all these cases, though, the substantial technology expertise of some young people challenges the assumption that youth
labor is necessarily unskilled or preparatory, demonstrating that they can
make contributions that exceed the capacity of many local adults.
Much of the productive labor of childhood is in the domain of what we
call “nonmarket work”—volunteerism, helping in the home, noncommercial production, labor in virtual economies, and hobbies. Although not
tied to economic gain, these activities involve commitments that participants consider in the vein of “jobs” and “serious responsibilities” to
produce work and contribute labor. For kids in lower-income and immigrant households, nonmarket work is often dominated by domestic labor,
and girls shoulder a disproportionate amount of these forms of work
(Orellana 2001). For more privileged youth, it tends to have a more preparatory dimension. Many of the in-school and organized extracurricular
activities that young people engage in are not directly tied to job and career
aspirations but are part of what Annette Lareau (2003) has described as
“concerted cultivation,” as described in chapter 4. These are activities that
immerse children and youth in cultures of competition, achievement, and
public participation that are key to certain modes of social success. Although
this chapter does not deal substantively with school-based work or practices of concerted cultivation, these preparatory activities are a backdrop
for and often a trajectory into nonmarket work.
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This last set of practices introduces what is perhaps the most intriguing
and significant wrinkle that new media bring to young people’s experience
of work. In digital-culture studies, theorists have been describing the growth
of various types of unpaid digital work, including open-source software
development (Weber 2003), “nonmarket peer production” (Benkler 2006),
“crowdsourcing”1 (Howe 2006), virtual economies (Castronova 2001;
Dibbell 2006), and other forms of noncommercial free culture (Lessig 2004).
In many of these kinds of new media work practices, the unpaid labor of
youth is a significant factor. Our case studies describe how these practices
are being driven forward by the interests and social practices of youth from
wired households. The opportunities that youth have to participate in new
forms of creative work is discussed in chapter 6.
Here we look more broadly at the range of ways young people work in
virtual worlds and with new media, motivated by reputation, learning
goals, a sharing ethic, and their own satisfaction rather than economic
gain. Although the free time and online activities of youth are certainly
not the only factors driving free culture and peer production online,
it is one integral component of what theorists have identified as a trend
toward exploiting free labor in digital economies (Terranova 2000). Andrew
Ross notes how networked media have initiated a process “by which
the burden of productive labour is increasingly transferred on to the user
or consumer” (Ross 2007, 19). Our ethnographic material describes some
of the specificities of these trends by describing the unique alchemy
between the marginalized role of youth in the labor market and the development of nonmarket forms of collective work. The story cannot be
reduced either to a simple equation of empowerment or exploitation as
youth gain nonquantifiable social benefits, though they may not be reaping
economic ones.
In many ways, the current practices of youth engaged in new media–
related work complicate our existing assumptions about youth, labor,
work, and the role of educational institutions to prepare youth for the
workplace. First, the cases we describe challenge the assumptions that the
appropriate role of youth work is in preparatory educational contexts or
in unskilled labor. Youth media production and ventures, when combined
with the distribution capacity of the Internet, means that the nonmarket
work of childhood is channeled in broader networks that can challenge
the authority of existing industry models. New media practices are becom-
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ing a vehicle for some youth to exercise more agency in defining the terms
of their own work practices. The new media skills and talents that these
kids are exhibiting make the productive labor (as opposed to preparatory
work) of childhood more visible (at least in the new media domain), and
they challenge the status of educational institutions in defining the training of youth for high-tech work. This in turn is tied to structural changes
in certain forms of economic exchange activities, in which the business
models of creative industries are being undermined by user-generated
content and peer-to-peer (P2P) file sharing. Domains of creative work that
were considered almost exclusively the province of commercial efforts are
being partially displaced by the work of creative hobbyists who are not
necessarily seeking monetary rewards. While we do not see evidence that
new media practices are leading to any fundamental reordering of the
conditions of economic inequity, we are seeing some indicators that the
interfaces between the productive and preparatory work of childhood are
being renegotiated through these practices.
Training
Although our work has focused on learning in informal settings, a number
of our case studies did examine media-education programs in schools and
after-school centers, and we had many opportunities to speak to kids and
parents about how they thought computers contributed to their schoolwork and their future careers. Computers and media-related expertise intersect in complicated and sometimes contradictory ways with how parents,
educators, and kids believe young people should be prepared for schooling
and jobs. In her analysis of how computer-based pedagogy relates to young
people’s school performance and future careers, Ellen Seiter argues that
educators and technology boosters often fail to take into account the contexts of structural inequity that usually overwhelm the benefits of technology access that educational programs might provide. She points out “the
barriers that make the dream of winning something like a ‘cool job’ in new
media a very distant one for working class students” (Seiter 2007, 28). At
the same time, she describes how technology-based educational programs
are justified by exactly this promise of social mobility. In Seiter’s view, the
resources that middle-class and elite children have at home, in contexts of
concerted cultivation, are what determine cultural and social capital in
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relation to digital media and the ability to parlay fun engagement with
digital media into careers in the “new economy.”1 Educators who are fighting for social-equity agendas have always faced an uphill battle against the
entrenched structures of social and cultural distinction that extend well
beyond the classroom walls; we have no reason to believe that simply
introducing technology to this equation is going to transform these structural conditions. In fact, since some of the most cutting-edge technology
practices are learned outside schools, in the private contexts of peer interaction and family life, the equity agenda is made even more challenging
from a public-policy perspective.
As we describe in chapter 1, it is difficult to clearly map differences in
socioeconomic status to new media fluency. At the same time, we see some
patterns in the degree to which computer use is framed in terms of an
education-oriented or vocational tool for social mobility, versus one that
is an unremarkable and taken-for-granted component of everyday social,
recreational, and academic pursuits. “Training” as a genre of computer use
tends to be associated with aspirations of upward mobility by less financially privileged families rather than by families who see computers as
already deeply embedded in the fabric of the children’s everyday lives. In
the earlier chapters of this book, we describe some of the informal settings
of peer groups, interest groups, and family where much of the basic learning and literacy about new media is supported. In these contexts, parents
and youth generally are not mobilizing a discourse of vocational training
but rather a discourse of enrichment and creativity.
The day-to-day struggles of educators, parents, and kids to chart trajectories through educational institutions and on to jobs and careers need to
be contextualized by these structural conditions and by our cultural imaginings and values around technology, achievement, and work. Even before
a consideration of whether kids might get a creative-class job, parents and
educators hope that computers will give kids a leg up in their educational
performance. This often translates to a parental concern that computers
should be used for serious educational purposes and not for socializing or
play. We observed this tendency most strongly in less privileged families
that saw schooling as their primary hope for upward mobility. One parent
in Lisa Tripp and Becky Herr-Stephenson’s study (Teaching and Learning
with Multimedia) explained how she tries to encourage certain forms of
computer use in the home for her thirteen-year-old daughter, Nina, the
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third of four children. Anita emigrated from Mexico eighteen years ago,
and her husband is from El Salvador.
Anita:
[Mi hija] se pone en la computadora y le digo que la computadora es
para hacer tarea, no es para estar buscando cosas en la computadora. Y a veces
[mis hijas] se me enojan por eso. Y les digo: “No, la computadora yo se las tengo
para que hagan tarea.” A veces les pregunto: “¿tienen tarea?” O: “estás haciendo
tarea.” Pero a veces tengo que estar lista a ver qué es lo que están haciendo.
Se meten a la Internet y tantas cosas que sale ahí. Y se ponen a mirar sus
amigas y eso. . . . Entonces, es lo que no le gusta a ella que yo le diga: “¿sabes
qué? La computadora no es para que andes buscando; es para lo de la escuela.”
([My daughter] sits in front of the computer and I tell her that the computer
is for doing homework, not for looking around. And sometimes [my
daughters] get mad at me because of that. And then I say, “I got this
computer so you could do your homework.” Sometimes I ask, “Do you
have homework?” Or, “Are you actually doing your homework.” I have to
keep a close eye on them to see what is going on. They get on the Internet,
and with so many things there. They look for their girlfriends and
all. . . . They don’t like me saying, “You know what? The computer is not
for you to be looking around. It is for schoolwork.”)
Lisa:
¿Qué es lo que más le preocupa a usted acerca de la Internet y sus hijas?
(What is your main concern with the Internet and your daughters?)
Anita:
Lo que me preocupa . . . ya ve . . . es que salen muchas cosas ahí que se
meten con niños, y a veces platican con ellos, y a veces no saben ni qué gente
es. Es lo que me preocupa, porque digo “no.” Y a ver qué es lo que están mirando
ellos y uno tiene que estar siempre listo con ellos. A veces estoy que les quiero
quitar la Internet, pero a veces me dice él: “por su tarea está bien. Porque después
van a andar que ‘me voy a hacer tarea,’ ‘que no tengo computadora,’ ‘que no
tengo esto.’” Pero es por lo que más peleo ahorita con ellos.
(My main concern is . . . you see . . . you hear all the time that people try
to reach kids and talk to them. Sometimes [kids] don’t even know who
they are talking to. . . . That is my concern. That is why I say, “No.” I need
to keep an eye on what they are looking at. I always need to be attentive.
Sometimes I feel like canceling the Internet, but my husband says, “It is
good to keep it because of their homework. You don’t want them saying
‘I need to go somewhere else to do my homework,’ or ‘I don’t have a
computer,’ or ‘I don’t have this.’ But this is mostly what I fight about with
them these days.”) (Translation by Lisa Tripp)
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Mizuko Ito
A father who is raising his two daughters on his own also voices a commitment to educational goals, though he does support his daughters’ use
of the Internet for personal communication. Juan has been in the United
States for almost thirty years, and he is raising his two younger daughters
(eleven and twelve years old) on his own while working in a restaurant.
They have an older computer at home that they acquired secondhand, but
it is not connected to the Internet (though it once was) because of the cost.
Lisa:
¿Usted que cree que la Internet es una buena manera para los niños
comunicarse entre ellos, o le preocupa esto?
(Do you think that the Internet is a good way for your kids to communicate
with their friends or are you worried about that?)
Juan:
No, es mejor que se comuniquen de esa forma porque les ayuda más a
salir adelante. Y también cómo lo tomen ellos. Si lo van a tomar como un juego,
esto y lo otro, no. La cosa es que vayan a la cosa seria, que vayan aprendiendo.
Con ánimos de seguir adelante en sus estudios, de salir adelante. Sabes que
ahorita sin estudios uno no es nada. No es nada. A trabajar, andar limpiando y
haciendo acá, sufriendo más si un día no te necesitan. Salir adelante.
(No, it is better for them to communicate that way because it is going to
help them get ahead. And it also depends how they treat it. If they are
going to treat it like a game, then no. But if they take it seriously, they will
be learning from it, and it will help them with their studies, and help them
get ahead. You know that now without an education you are nothing,
nothing. You have to work, clean places, do odd jobs, suffering if one day
they don’t need you anymore. [It’s important to try] to get ahead.)
(Translation by Lisa Tripp)
In their work in Los Angeles, Tripp, Herr-Stephenson, and Martínez
interacted with parents, teachers, and kids in both the classroom and at
home, affording a rare opportunity to look across multiple contexts of
media use for particular kids. In the multimedia course that the kids were
engaged in, teachers occasionally spoke of the possibility of careers in
media, but their goals were generally more immediate and less ambitious.
They saw new media production as a way of keeping kids engaged in
the classroom, which could in turn keep them from dropping out. They
also thought that one side effect of this engagement was that kids would
pick up basic reading and writing skills. One teacher describes his first year
with the multimedia curriculum: “I think this year, in terms of behavior
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and classroom management, was one of my best years because I didn’t
have to force the kids to be in the classroom.” While at a local classroom
level, these educators are doing their best to make the most of the opportunities put forward to their students; the risk, as Renee Hobbs (1998)
points out, is that media production can be constructed as a curriculum
geared for low-achieving students, who “are allowed to ‘play’ with videobased and computer technologies, while high-ability students get more
traditional print-based education.” While higher-achieving students are
engaged with computers and media production as part of a more general
media ecology they inhabit, the classroom becomes a place for a more
remedial form of media education for students who do not have this
cultural capital.
In contrast to the orientation of classroom teachers, educators in youth
media programs had a different view of the potential of media education.
Educators in the hip-hop program that Mahendran (Hip-Hop Music
Production) observed and the video-production program at the Center
where Dan Perkel, Christo Sims, and Judd Antin (The Social Dynamics of
Media Production) observed saw their roles more in terms of vocational
training than in general or remedial education. Media production is tied
explicitly to the hope of employment in creative-class jobs, though educators at the Center struggle daily to instill this ethic of professionalism in
the media-production process. At times, the goal of producing work in a
vocational vein conflicts with the goal of empowerment and the development of youth voice. Hobbs (1998) describes this as a tension between
more expressive and vocational forms of media education. Although youth
were encouraged to take charge of their own projects, adults would intervene to focus them and orient them toward the goal of creating a polished
work. In contrast to the hip-hop program, where youth were motivated by
their existing engagements and knowledge of popular culture, youth in
the Center’s program had to rely more on the adult educators to set the
agenda and provide the cultural capital for their work.
Among youth engaged in youth media programs, we also found some
who were deeply pessimistic about what opportunities formal education
afforded them, and who saw a more vocational orientation toward digital
media as an alternative to a middle-class school-to-work trajectory. One of
the participants in Dilan Mahendran’s hip-hop music production study,
Louis, an eighteen-year-old African-American, describes a moment during
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his first day of high school, referencing a famous scene in the book and
the movie The Paper Chase, in which a Harvard Law School dean warns
first-year students that most of them will not make it through the program.
Louis: Yeah. When you’re a senior, 80 percent of the people you see right
now are going to drop out . . . look to the left and look to the right, because
they’re not going to be here.
Dilan:
That’s what the teacher said to you?
Louis: Yeah. They set you up for failure. You know what I’m saying? We
look to the left and we look to the right, and we laugh about it at that
time. We’re like . . . ha, ha, ha. I had my best friend Jerell and my best
friend Rob. Sure enough . . .
Dilan:
You were fourteen?
Louis: We were fourteen, fifteen at the time. Sure enough, Jerell drops out
in eleventh grade and Rob drops out somewhere I think in eleventh grade.
I dropped out somewhere in the twelfth grade. And it’s kind of like they
was fucking right. We all dropped out. It was kind of like [inaudible] . . . fuck,
they were right. How the fuck did you know? It’s a psych trip. First day of
school, of course you’re going to sit with your friends. Of course you’re
going to sit with somebody that you identify with. All right, look to your
left and look to your right; they ain’t going to be here. Then you go to
school every day and it’s like this—fuck up, fuck up, fuck up. . . . That’s
how school is.
This same teen is deeply involved in the production of hip-hop in a
youth media program. His awareness of certain social structural conditions
reflect what Hansen, Mortimer, and Krüger (2001, 133) have described
as the differential pathways between school and work that are characteristic of the United States. Rather than focusing on an academic pathway,
Louis sees the apprenticeship and mentorship of the media-production
program as a compelling alternative. Hansen, Mortiner, and Krüger also
note that the United States is distinctive, in comparison to many European
countries, in having very few vocational and apprenticeship programs
for teens, so they often turn directly toward employment to receive
career training. Mahendran notes that the after-school setting is opening
the horizon for explicit vocational training in the digital economy, contrasted with high school, which is oriented toward preparation for college.
In this way, digital-media training and youth efforts can be compared to
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traditional vocational training such as auto mechanics or HVAC schooling.
The programs are a kind of introduction to vocations associated with
creative labor.
All these examples that we encountered in our fieldwork illustrate the
ways in which different forms of media and technology engagement are
tied to different trajectories of school-to-work for youth. Youth media
programs navigate a complicated balance, using media production as a
form of remedial classroom work as well as at times framing the programs
as vocational training. In both of these stances, it can be a challenge to
develop programs that support the development of expressive capacity and
voice rather than skills development. In the most promising cases of youth
media programs we have observed, these programs can fill a vacuum in
apprenticeship and vocational training that is largely absent in the United
States. We need to keep in mind, however, that these conditions of engaging with new media differ quite markedly from the opportunities afforded
to youth from more highly educated families, who grow up in contexts
where high-end technology is within easy reach, and where the adults with
whom they regularly interact at home provide expertise and role models
for careers in the high-tech workforce. Heather Horst’s study of middleclass families in Silicon Valley describes settings where parents are intimately involved in structuring high-tech environments for informal
learning in the home; they are not focused on specific vocational outcomes
as we see with youth media programs.
Entrepreneurism
Contemporary childhood in the United States is characterized by a primary
focus on play and education rather than on economic activity. At the same
time, even after child-labor laws were in full effect in the early twentieth
century, there has been a role for working children, particularly as they
enter their teenage years (Zelizer 1994). In the latter half of the 1900s, it
became common for youth to combine part-time work with their schooling, and studies through the 1990s indicate that approximately 70 percent
of teens ages sixteen to eighteen have part-time jobs (Hansen, Mortimer,
and Krüger 2001). As described earlier, the jobs available to teens are
usually part of the unskilled service sector. Historically, paper routes and
fast-food jobs are stereotypical forms of teen labor. The high-tech and
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creative jobs that young people are being prepared for in digital-production
programs and through middle-class high-tech cultivation in the home are
largely reserved for credentialed adults. This is in line with broader indicators that show that employment in skilled labor is generally unavailable
for children and youth (Mizen, Pole, and Bolton 2001). Although our study
included many youth with high degrees of technology expertise, we saw
only three cases in which they were actually employed in jobs that made
use of their technology skills during their teenage years. Technology was
more commonly where they spent money; many teens in our study did
engage in part-time work, often with the goal of funding their new media
habits. The adults in our study who did have new media jobs did not have
these jobs in their teenage years; as teens new media was a domain of
hobbies and not salaried work.
Our focus for this section follows from this observed reality. We do not
delve into the jobs that teens have or the domestic labor that they perform
in the home, since this work has at best a tangential relationship to new
media practices. It is beyond the scope of this effort to do justice to the
complex realities of young people’s economic lives. The issues surrounding
how young people gain and spend money, particularly on media and communications, is a crucial topic that deserves an even more sustained treatment than we can give in this book. In this section we focus on somewhat
more exceptional cases that illustrate the avenues that young people are
finding to mobilize new media for economic gain. While the majority of
youth in our study did not engage in these innovative new forms of economic activity, the cases that we do have are compelling: they illustrate
the emerging potential for activating youth entrepreneurism and real-life
learning through online networks of peer-based commerce and media
sharing. Unlike training-oriented genres of participation, these entrepreneurial practices involved youth from a variety of socioeconomic backgrounds (though overall these cases were rare). They also involve kids
engaged in productive labor in the here and now rather than as a model
of preparatory work or training.
Youth with expertise and interests surrounding media and computers
often understand that they have skills that can translate to economic gain.
At the same time, their avenues for earning money from these abilities and
interests are limited. Until they finish with their schooling, they do not
have the option of fully entering the competitive marketplace for high-
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tech and media jobs. Among youth whose primary occupation is schooling, and who are interested in capitalizing on their new media skills, we
have found three modes of economic activity: publishing and distribution
of creative work, freelancing, and the pursuit of enterprises.
Publishing and Distribution
In our discussion of creative production, in chapter 6, we describe the ways
in which young creators are using online venues as a way of publishing
and disseminating their work. While the vast majority of these efforts are
not oriented toward immediate economic gain, some of the more entrepreneurial young creators are reaping economic benefits from their creative
work. Even if they are not receiving actual revenue, they see online sites
such as MySpace, deviantART, and YouTube as spaces where they can
promote their careers as musicians, artists, or video makers.
A small number of creators we encountered were successfully making
money off their work, either by selling the actual work or by acquiring ad
revenue online. As described in chapter 6, Patricia Lange’s study (YouTube
and Video Bloggers) is peppered with cases in which youth were aspiring
to make it big through YouTube and were at times successful in monetizing
their participation or gaining mainstream attention for their work. Perhaps
one of the most visible examples is Caitlin Hill,2 a nineteen-year-old
Australian woman who is ranked thirty-first among most-subscribed-to
YouTubers of all time. Coming from a modest economic background, she
used her grandmother’s digital camera to make videos. Her grandmother
now comes to her when she has computer problems. As her channel page
indicates that she is a YouTube partner, she is presumably receiving a share
of ad revenue from ads placed on her YouTube videos. Another youth in
Lange’s study, Max (a white fourteen-year-old), was contacted by ABC
about getting his video shown on television. Although he did not ask to
get paid for this, after the ABC appearance other requests started to come
in. He explained that now “I’ve gotten pretty good. . . . I’d say ‘Oh. I want
to get paid if you’re gonna . . . for my video.’ And they’d be like, ‘Oh. Yeah,
we are expecting to pay you,’ and then, we would negotiate about price
and stuff like that.” While these cases represent the much-sought-after goal
for youth who aspire to media careers, most will acknowledge that it is
quite difficult to achieve this level of success on one’s own as a purely
garage operation.
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In Dilan Mahendran’s study of young hip-hop musicians (Hip-Hop
Music Production), he found a strong entrepreneurial spirit among many
of the youth he spoke to. Some of the beat makers sold their creations to
rappers who would use them for their own song production. Others produced mix tapes of their own work or that of other artists and sold them
on public transportation or in other pedestrian areas. Artists can often feel
conflicting loyalties over whether they are pursuing their craft for the love
of the work or for economic goals, and this is tied into widely recognized
tensions between hip-hop culture and the commercial rap industry (Mahiri
et al. 2008). Louis gave voice to this ambivalence:
It shouldn’t be about a meal ticket. It’s not always about money. I mean, it’s two
ways to do it. It’s either you make music to make music, or you make music to make
money. Me? I do both. . . . I know that the music I make, it’s not necessarily going
to be accepted by all, because not everybody is going to be able to identify and agree
with it. But the thing is, is that in order for that to survive, I have to make music
that people can identify with, that people are going to listen to.
Although hip-hop may be an example of a form of media in which
practitioners have an unusual amount of self-reflexivity regarding the
problems of commercialization, many young creators struggle with this
boundary between a creative pastime and a more work-oriented commercial stance.
Among the case studies of anime and Harry Potter fans, we have also
encountered examples of youth who have successfully capitalized on their
creative talents. Although intellectual-property regimes make it difficult for
fans to make money off fan-related creative production, there are some
niches where economic gain is possible. Becky Herr-Stephenson’s study of
Harry Potter fans focused in part on podcasters who comment on the
franchise. Although most podcasters are hobbyists, a small number have
become celebrities in the fandom who go on tours, perform Wizard Rock
music, and in some cases, have gained financial rewards. Mizuko Ito, as
part of her study on anime fans, spoke to Ian Oji3, an artist who draws
comics as part of a comic writers’ collective. Once a year the group selfpublishes a comic anthology that it sells at local anime conventions. All
the large anime conventions have an “artist’s alley” that will feature young
aspiring artists selling their artwork, stickers, T-shirts, pins, and bookmarks
for a small fee. These same artists generally will also have online sites that
promote their work. The peer-based spaces of the convention floor and
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online sites are closely linked; they are spaces for artists to both promote
and sell their work in an informal economy.
These kinds of ventures are examples of ways in which youth can make
money from some of their creative talents, even if for relatively small
economic gains. Youth recognize that it is highly competitive to make a
living off their creative talents, but digital media and distribution provide
avenues into online distribution and advertising that enable new possibilities for marketing their talents. As described in chapter 6, most of these
ventures stay in the domain of hobbies, but a small number, such as
SnafuDave, described in box 7.1, are able to parlay these efforts into successful commercial careers. In many ways, these ventures are examples that
are very much in line with the historical position of the work of youth,
conducted largely “around the edges of the formal labour market” (Mizen,
Pole, and Bolton 2001, 38) and often involving gray zones outside of officially sanctioned forms of work (McKechnie and Hobbs 2001). At the same
time, digital distribution is opening a wider range of venues for circulating
and monetizing skilled forms of creative work, which have been largely
limited to specific professions such as child acting (Zelizer 1994).
Box 7.1 “I’m Just a Nerd. It’s Not Like I’m a Rock Star or Anything”
Mizuko Ito
The online world is home to a growing number of successful web comics
ventures, including well-established names such as Penny Arcade and xkcd,
as well as thousands of others that cater to niche and small audiences. Just
as blogs have reinvented the medium of news, web comics are reinventing
the comic strip, using digital authoring tools and online publishing to connect
to different publics. Although most web comics artists are amateurs who
spend more on their hobby than they bring in, there are a handful of artists
who bring in significant amounts of revenue through online publishing.
SnafuDave, whom I interviewed as part of my study of anime fans, is one
such successful web comics artist. In addition to creating his own web comics,
SnafuDave, who is in his early twenties, manages a web comics site, Snafu
Comics (snafu-comics.com), which features comics by twelve other artists in
addition to his own. The styles and genres of the comics that SnafuDave hosts
on his site are diverse, but many reference Japanese popular culture. SnafuDave is a regular in the anime convention circuit. We first learned of SnafuDave’s work in a talk that he gave at an anime convention, where he gave
his audience tips on how to launch a successful website.
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In our interview, SnafuDave explained how he got started with web comics
in his first year of college. He went to school in what he described as a “super,
super, super tiny town,” and he had been planning to major in math. The
summer of his freshman year, he decided to stay for summer school
when none of his friends did and was “bored out my mind in this little
town.” This was when he ran across Penny Arcade, the first web comic that
he had read. “I just got obsessed with it. It took me three or four days to go
through all of their comics. And I just absolutely loved it.” He described how
he went on to find other web comics that he liked and then decided to take
the plunge himself. He went to the library and checked out HTML for Dummies,
got a copy of Photoshop from a friend, and got started. After much trial and
error, and learning through a variety of online tutorials, he began to hone
his craft. “About three years later, I actually started getting semigood at it”
(see figure 7.1).
Along the way SnafuDave tried changing majors to suit his new interests,
first enrolling in a computer science major and then eventually switching to
digital media. He thinks, however, that he learned few of his current skills in
the formal educational context. “This whole time, school’s more valuable for
me to have basically a time frame where I could learn on my own and practice.” College also gave him the time to learn how to market his work online
and to develop an online network of fellow creators and readers. When he
was getting started, he engaged in a wide range of strategies to get his comics
noticed. These included asking fans to vote for his comics for top web comics
lists, doing link exchanges with other comics sites, doing guest comics for
other sites, and posting material to sites such as deviantART and video- and
animation-hosting sites. Eventually he began offering to host for other web
comics creators, and now, he said, “Literally every day I’ll have at least five
or six people begging me to put a web comic on my site.”
He attributed a large part of his success to the fact that he has good friends
in the web comics world and close ties to his fans through his web forums.
In addition, he has made full use of the viral properties of the web in driving
traffic to his site. This included a “tampon tag” game that he designed in
which people could tag each other’s forum posts. After seeing the popularity
of the game on his own forums, he made a version for MySpace and “it spread
like wildfire. . . . Totally, just this viral content the people are spreading
around. Yeah. That’s kind of how Snafu made it to the top.”
Snafu Comics makes a substantial amount of money through online ads,
but SnafuDave explained that he uses this revenue to pay for the costs of
maintaining and improving the site. Since the site aggregates the work of
multiple artists, he does not lay claim to the site revenue for his personal
income. Instead, he makes his living as a freelance web designer. The other
artists on his site also have day jobs, mostly in graphic design. When I spoke
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Figure 7.1
SnafuDave comics. Reprinted from www.snafu-comics.com with permission from David
Stanworth. 2006.
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to him, SnafuDave had recently launched merchandising ventures such as
T-shirts, prints, and buttons to sell at conventions. Now his site hosts a web
store where fans can order these items. At the time of our interview, he was
not making a living off web comics. “I would really like it to be paying for
all of our lifestyles someday. And definitely, right now, I believe it could.” I
asked if his family and local friends were supportive of these aspirations.
Well, my mom actually thinks I’m a complete waste to society, no matter what. She’s
all, “Get a real job.” Even though, I . . . yeah. Whatever. My dad thinks it’s pretty cool.
About a third of my friends are really supportive of it. I’d say about two thirds . . . actually, about one third doesn’t care at all. And then another third actually despises me for
it. Like they hate that I get all this attention online when I’m just a kid from a small
town.
I am curious about whether there is a stigma attached to being so involved
in comics and anime, and SnafuDave explained that the issue is more personal.
“I design websites once or twice a month for clients and then I play online
all day. And it drives people crazy. It really does. . . . But I don’t think it’s that
envious. I’m sure it is a really cool job, but I’m just a nerd. It’s not like I’m a
rock star or anything.” In a follow-up email, almost two years after the initial
interview in 2006, he gave me an update. His merchandising business had
started paying off enough that he quit his day job to devote himself full time
to web comics. He may not be a rock star, but he is one of a handful of artists
who have parlayed their web comics hobby into a professional career.
Freelancing
Another category of paid work that young people can gain access to
through new media is different forms of freelance and contract labor.
Technically sophisticated youth recognize that they have marketable skills
that are in demand from their peers and adults in their vicinity. Most of
these kids do not try to profit from this and engage in informal help and
sharing with family and friends. This is in the vein of chores and child
care, for which youth may receive small financial rewards, but the work
also often is framed as household obligation. Altimit, an eighteen-year-old
Filipino American told Mac Man, a seventeen-year-old Filiipino American
in Katynka Martínez’s study (High School Computer Club), that his father
often asks him to help out fixing his family’s and friend’s computers:
Altimit: Yeah, and like my friend’s house, usually my family friend, they
would say, “Oh, something’s broken.” So, rather than him coming, he
sends me. So, like, “I’m trying to play World of Warcraft.” “I don’t care.
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Go. You’re not doing anything anyway.” I’m like, “I’m trying to level.”
“I don’t care. Go.”
Mac Man: Do you get paid to do it?
Altimit: No.
Mac Man: Hey, that’s sad.
Altimit: I wish I did. Make a lot of money.
The challenge for many youth is to move their labor from a category of
unpaid helping to a category of valued labor, which might be potentially
monetized. Marjorie Faulstich Orellana (2001) describes how adults
often resist describing the children as “workers” and prefer to describe
what the kids are doing as “helping,” activities that are good for kids’
social development but not part of the monetized labor economy. This
exchange with Mac Man and Altimit is evidence of how kids may see
this dynamic differently. Altimit understands the economic value of his
technical labor even though his father may not recognize it. We have seen
some cases of a few entrepreneurial kids overcoming these challenges
and making real money off their technology skills. The case of SnafuDave
in box 7.1 is one example of a youth’s transitioning into a successful
career as a freelance web designer and later into one that centers on his
own creative work.
One fifteen-year-old white participant in Patricia Lange’s YouTube and
video bloggers study described how he has started a small design company.
“I have a couple clients that I do web hosting for. And then, I’ve done
some programming, but I’m not that good at it. But I’ve pretty much done
some of every geeky thing that there is out there.” He built his client base
from personal connections, beginning with family and then branching out
to friends at school and people he met online.
I have pretty good customer services. Since I have a very small client base, I can
afford to help them make websites and [with] any problems that they have, so a lot
of it is just helping them make websites, fix websites, change things, and basic things
like that.
In a similar vein, as described in box 7.2, sixteen-year-old Zelan built up
a career as a freelance technical expert.
In the gaming world, the most-skilled players can gain sponsorship or
win financial awards through tournaments, and a number of game titles
have a professional gaming scene. The top players can make a living
playing the games on the marketing value they gain as a result. Hundreds,
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thousands, and even millions of dollars in prize money are turned out each
year for competitors in these tournaments. The most popular tournaments
are those run by the Cyberathlete Professional League, the World Cyber
Games, the World eSports Games, the Electronic Sports World Cup, the
Championship Gaming Series, and Major League Gaming. It was rare to
encounter youths in our study who were actually able to make money off
their gaming. Even among those who did, none saw gaming as a primary
occupation. For example, Altimit described making small amounts of
money off his Warcraft play. Scottanime (a white thirty-one-year-old), one
of the interviewees in Mizuko Ito’s study of anime fans, described how
when he was younger he used to be a card-game expert. He would be hired
by gaming companies to demonstrate the games at conventions. He did
not see this as a sustainable or secure career option, however, and he went
on to take a job as a mail carrier. Similarly, MercyKillings,4 a white thirtyfive-year-old in Ito’s anime fans study, was also a professional gamer after
college, but he maintained a day job working in construction. These stories
parallel the kinds of involvements that youth have historically had with
sports; gaming is an activity most children and youths participate in regularly, but very rarely does it translate into a career. Although we saw many
instances of youth who admired pro gamers, we did not have examples of
kids who actually were pursuing pro gaming as a career.
Box 7.2
Technological Prospecting in Rural Landscapes
Christo Sims
About an hour’s drive east of Sacramento, the Great Central Valley of
California meets the Sierra Nevada range. The valley’s end loosely binds one
edge of Sacramento’s suburbs. As one climbs into the mountains, roads and
rivers narrow, towns and neighborhoods become smaller and more far-flung.
About 150 years ago these hills were the epicenter of the California Gold
Rush. Evidence of this historical prospecting can still be read on the landscape. Ashen ruptures in otherwise pine-green panoramas continue to mark
sites where hydraulic mining sluiced ore from the mountainsides. Locals call
these barren desertlike patches “diggins.” It was in one of these diggins that
Zelan was first introduced to video games:
When we lived in Sacramento my parents got me a Game Boy to go out there in the
diggins. ‘Cause we’d come here on the weekends and go dig for gold. And I never really
liked it, so I’d sit in the corner and, you know, play with Batman or whatever I was into.
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And so one day they got me a Game Boy for my birthday, and I sat in the corner and
played games all day.
As his parents prospected for gold, Zelan began his trajectory of engagement with digital media, one that would lead him far beyond gaming as only
a way to kill time. As Zelan recalled it, this incident occurred when he was
four or five years old. He was sixteen at the time of our interview, and for the
past eleven years his family has lived in a secluded rural town near where
they used to go digging for gold. In pursuing his passion for games he has
developed pragmatic strategies for making and managing money, he has
acquired unique technical skills and knowledge, and, lately, he has configured
these resources into his own form of prospecting, one that enacts and imagines modes of work that defy local tendencies and expectations.
This pragmatic sensibility partially stems from, and continues to mix with,
his passion for video games and digital media. After immersing himself in the
Game Boy, he pursued newer and better consoles. As he did so he also learned
how they worked. His parents did not like buying him gaming gear, so he
became resourceful. When his neighbors gave him their broken PlayStation
2, he took it apart, fixed it, and upgraded from his PlayStation 1 in the process.
Soon he started devising ways of making money to support his hobby. He
learned that the technical knowledge he was developing could be applied as
employable labor. When he was in middle school a teacher asked him to help
run the audiovisual equipment. He soon transferred this knowledge into a DJ
business. In another case he made two hundred dollars fixing a teacher’s
computer. More recently, the high school has hired him to help maintain
“the empire” of more than two hundred computers on the school’s network.
In addition to selling his labor, Zelan has begun to realize that he can be a
valuable broker in markets for used technology goods. In several instances he
has acquired broken computer equipment or game consoles, fixed them, and
then sold them for a profit (see figure 7.2).
Since these opportunities have built up, he now imagines starting a
technology-centric business after he graduates high school:
I wanna start a business about, you know, just like computer repair, gaming, just anything computerwise. So I can get it all started and hopefully start another business and
get two businesses going and, or two chains going or whatever, and hopefully just be
able to sit back when I’m older. Not to just sit there and do nothing. Have the businesses
going around me.
This vision of work differs considerably from the manual labor practiced by
his parents and many others in his local community. His town is one of the
most remote and blue-collar of those feeding his regional high school. Both
of Zelan’s parents make money by performing manual labor; his mom cleans
houses and his dad is a freelance handyman. Zelan seems to understand that
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Figure 7.2
Attic workbench where Zelan and his dad tinker with remote control aircraft and other
electronics. Photo by Christo Sims, 2006.
many of his peers will end up in similar careers as his parents and neighbors.
In describing his “nerd” identity, Zelan differentiated his work trajectory from
the one he imagines for his peers:
But the jocks, they’re more into construction. And my group’s into the computers, and
the computer jobs where you have to do little to nothing to make your money. Everybody else is into hard labor and mechanics. That’s what the metalheads are in . . . they’re
the mechanics. And, you know, the computer nerds, I think they’ve got the best side of
it. ’Cause computers are spreading, if you can see, they’re everywhere in this room. You
know, everybody’s houses are turning into that, and they’re just everywhere. And they’re
gonna be here. Before long houses are gonna be computers.
For Zelan, being a “nerd” is a purposely unconventional path, one deeply
entangled with practical economic concerns. In embracing a nerd identity,
he imagines an alternative life of work, one that sidesteps the expectation of
a career in manual labor. By entwining technology with an entrepreneurial
trajectory, Zelan echoes those who brought sluices and shovels, and then
hoses and hydraulics, to his region of California nearly 150 years before. With
them, technology is implicated in an effort to bypass the gridlock of social
mobility, a partner for creatively prospecting the economic landscape.
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The examples of entrepreneurism that we present involve young people
working to break into established models of publication, distribution, and
freelance labor. These practices involve a kind of modeling of adult careers
in what might be called creative-class labor (Florida 2003). Young people
are developing skills and talents that they can market and contract out to
others. The last category of entrepreneurism that we would like to discuss
is one that is more closely tied to genres of practice that we associate with
the street smarts of a small-business person.
Enterprises
The classic model of a childhood enterprise is the lemonade stand. New
media, online distribution, and auction sites such as eBay have expanded
the potential for entrepreneurial activity that relies on digital media for
the buying and selling of goods.
For example, Gerar, a fifteen-year-old from a mixed Mexican and
Salvadorian background, in Katynka Martínez’s “Animation Around the
Block” study, found a market niche where he could establish his own smallbusiness enterprise. He explained how many of the youth in his neighborhood own an iPod but not a computer. “They pay me to upload some songs
for them and depending on how many songs I have to download or upload
into their iPod that depends how much I get paid. If I have to download
a hundred songs I charge them four bucks or something.” He has a corner
on the local market, because there is only one other person in his peer
group who has a computer. The other person he has heard of who does
have a computer, however, “does not have an Internet connection so
there’s no way he can download music and charge the others.” Toni, a
twenty-five-year-old who emigrated from the Dominican Republic as a teen
(Ito, Anime Fans), described how he was dependent on libraries and schools
for his computer access through most of high school. This did not prevent
him from becoming a technology expert, however, and he set up a small
business selling Playboy pictures that he printed from library computers to
his classmates. The two cases of sixteen-year-old Zelan and of seventeenyear-old Mac Man, presented in boxes 7.2 and 7.3, provide an illustration
of this small-business spirit animating youth digital ventures. These are
not privileged kids who are growing up in Silicon Valley households of
start-up capitalists, but rather they are working-class kids who embody the
street smarts of how to hustle for money. They are able to translate their
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technical knowledge and expertise into capitalist enterprises that have
immediate financial outcomes.
None of these cases represents a major restructuring of the basic financial
conditions that youth live under. They replace paid unskilled formalized
labor with new financial arrangements in the informal economy, but they
are not generating large amounts of new income. The larger impact on
kids’ lives is perhaps not a financial one but is more about kids being able
to develop financial agency that is not fully determined by existing commercial models (such as online ads) or by the more formal school-to-work
transitions envisioned by parents and educators. These practices resist the
existing normalized pathways for youth labor. They are not part of a
future-oriented vocational or preparatory orientation, the model of youth
“talent,” nor are they framed by the stance of “helping out” that underlies
most freelance youth labor. The enterprise genre described in this section
does not even appear as a category of youth labor in surveys of youth work
(McKechnie and Hobbs 2001). While youth have had small spaces in which
to begin their own enterprises, in at least a small number of cases we have
found, youth have mobilized online media to expand this genre of participation in new directions.
Box 7.3
Being More Than “Just a Banker”: DIY Youth Culture and
DIY Capitalism in a High-School Computer Club
Katynka Z. Martínez
The lunch bell rings and a group of high-school boys make their way
across campus. They meet at the computer lab, where they view anime
on their laptops and play games on computers that they have networked to
one another. Although the atmosphere is relaxed, the boys have posted rules
for their computer club: “Don’t talk loud,” “When playing don’t scream,”
and “Five deaths only.” Breaking these rules is grounds for having one’s
computer privileges revoked for a week. The boys take their club quite seriously and hold fund-raisers to buy new equipment. Yet they still have a lot
of fun joking around and teasing one another, and sometimes they eat their
lunches too.
Mac Man, seventeen, is the president of the computer club, and Altimit,
eighteen, is an officer. The boys met in middle school when the two were
recent emigrants from the Philippines. Their fathers, who are both computer
savvy, introduced the boys to computers. Based on the stories told by the
boys, it seems that their fathers introduced computers as toys rather than as
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educational tools or adult devices. One boy’s father used to engage in computer-hacking activities and both men enjoyed using computers when they
were younger. However, they are now employed as a banker and as a landlord
overseeing apartments in the United States. Altimit and Mac Man romanticize
the early days of computer programming and their fathers’ participation in
that world. The formation of the computer club may be their attempt to tap
into some of the renegade spirit that their dads once possessed.
Altimit and Mac Man take on a sense of nostalgia when they remember the
first computer games they played. For example, when Mac Man talked about
playing an early version of The Sims in which “everything’s all pixilated,”
Altimit sarcastically responded, “Don’t remind me of those days.” A lot has
changed since “those days” and now the boys not only play computer games
but they fix computers themselves. Altimit’s dad taught him how to use and
fix computers and now he expects Altimit to help friends and family members
who have computer problems. Altimit recounted the ordeal he goes through
when his father asks him to fix someone’s computer while he is absorbed in
his favorite MMORG:
Yeah, and like my friend’s house, right, usually my family friend, they would say, “Oh,
something’s broken.” So, rather than him coming, he sends me. So, like [in child’s voice],
“I’m trying to play World of Warcraft.” [In dad’s voice] “I don’t care. Go. You’re not
doing anything anyway!” [In child’s voice] “I’m like, I’m trying to level.” [In dad’s voice]
“I don’t care. Go!”
When Mac Man heard Altimit tell this story he immediately asked if
the boy gets paid for his service. (Altimit does not receive any monetary
compensation.) Mac Man, a young entrepreneur, has found a way to develop
multiple small businesses—even at school. He heats up water in the computer
room during lunchtime and sells ramen to students for a dollar. Also, when
he learned that a group of teachers was going to be throwing away their old
computers, he asked if he could take them off their hands. Mac Man fixed
the computers and put Windows on them. The computer club was started
with these computers. Mac Man still comes to school with a small bag that
carries the tools he uses to work on computers. Teachers and other adults kept
giving him computers that were broken and he had to figure out what to do
with them. He fixed them and realized that he could sell them on eBay. He
makes a hundred dollars’ profit for every computer that he sells.
Mac Man’s entrepreneurial spirit is very much influenced by his father’s
work ethic. When asked what his father thinks of his small business, Mac
Man told a story about his father creating the chemical mixture needed to
kill cockroaches when he saw that the apartments he managed needed this
service. His father also buys beat-up classic Mustangs, refurbishes them with
his son, and sells them. Mac Man showed off before-and-after photos of the
cars they have worked on and then he said, “My dad and I—we’re similar
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because we’re physical people. We like to get our hands dirty, you know? Pull
things apart, put them together. See I do the computer things. My dad does
the car things. We’re very similar.”
While Mac Man recognizes that he and his father share a tinkering mentality, Altimit is frustrated by his father’s current career. Altimit’s father was
once a computer hacker and even was friends with one of the people
who created the “I Love You” virus. Knowing this history, Altimit finds it
hard to understand why his dad does not enjoy using computers anymore.
He said that now his dad is “just a banker.” Altimit cannot look to his father
to learn how to make a living from his interest in computers. However, he
has been able to find role models in the world of professional gaming. Altimit
is an avid gamer and claims that strangers pay for his World of Warcraft
(WoW) subscription just so they can play against him. This interview was
conducted during his school’s winter break and it was no surprise that he
had been spending most of his vacation watching anime and playing WoW.
In a discussion of the South Park episode that features WoW, Altimit began
talking about the fact that the “best gamer in the world” makes his living
playing games. Mac Man, the pragmatic one, explained that this gamer is
“one in a million.”
Altimit: He got a job for it though.
Mac Man: Only a few people get a job.
Altimit: No. Yeah, but he’s rich. I mean, come on, just for playing games,
he’s rich.
Mac Man: There are exceptions.
Altimit: That’s just kick ass . . .
Katynka: Is he a pro gamer or . . .
Altimit: He’s the best gamer in the world, at shooter games. He can kill
anyone and he will not die. And I think some guy picked him up to play for
tournaments. He would win all the tournaments, and then he got paid to
play games, pretty much. And like make shows, so . . .
Katynka: And does this guy seem like a nerdy guy from South Park or . . .?
Altimit: No. He’s normal. He’s, what he did, it’s like, what he’s doing is before
he played games right, he would wake up, eat, jog, like exercise. Play games
for three hours. Play console games for four hours, and then play PC games,
eat again, just take a break, three hours again. I do three, four, three.
Mac Man: Is that what you do?
Altimit: Yes.
Mac Man: Why are you not getting paid for it?
Both Altimit and Mac Man are high-end users of new technology. However,
they have very different personalities and approach media in different ways.
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Altimit said that he is the “software guy” while Mac Man is the “hardware
guy.” Altimit spends hours playing video games and drawing manga while
Mac Man occasionally plays games but does not have aspirations of making
a living from this leisure-time activity. He was asked what his ideal job would
be and was told that he could make up a profession or job if it did not already
exist. He said that his ideal job would “be either in biomedical engineering
or in business.” He added, “In both of these career choices, I would definitely
be using computers.”
The boys imagine that computers will continue to be a central part of their
lives. Now they are engaging in this technology on their own terms. By starting up a computer club at their high school, they are establishing their own
community in a hierarchical environment that can often be hostile for kids
who do not conform to mainstream interests and activities. Both boys bring
a DIY (do-it-yourself) ethos to the construction of their identities. Altimit
participates in a DIY youth culture by drawing his own manga while Mac
Man engages in a type of DIY capitalism by selling ramen and refurbished
computers. An initial childhood interest in gaming led them to deeper explorations of computer technology. It is unknown whether, as adults, they will
be able to find employment opportunities and continue to establish new
forms of social organization that hold on to the same inquisitive spirit that
drew them to games and computers in the first place.
Nonmarket Work
Although most young people in our study were not engaged in paid work
related to digital media, there was a substantial number of kids who were
engaged in nonmarket work with new media. Amateur and nonmarket
activities historically have been a place for middle-class and elite kids to
“practice” work, develop creative talents, and gain experience in selfactualization and responsible work. While formal education can impart
knowledge and skills, nonmarket work provides domains where youth can
put these to practice in a context of accountability and publicity. Whether
that context is a piano recital, helping out at a church, or being part of a
soccer team, these activities are domains where young people can develop
their identities as productive individuals engaged in serious and consequential work, in contexts where they can build reputations and gain
public acknowledgments of their accomplishments. Lareau’s argument
(2003) is that these activities of concerted cultivation, which are pursued
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vigorously in privileged families, are a site for the production of class
distinction.
Children in working-class and poor families engage in fewer of these
kinds of activities, and they are often expected to perform much more
domestic work. The domestic work of cooking, cleaning, and child care
contributes directly to the household economy but is invisible outside the
home. These forms of nonmarket domestic work, while instilling a sense
of responsibility and self-efficacy, do not build the broader networks of
human relations and skills for navigating various contexts of publicity as
you see in activities of concerted cultivation outside the home. While these
forms of helping and domestic work can have many benefits to youth who
engage with them (Orellana 2001), they are not directly tied to immediate
participation in contexts of publicity with new media, with the exception
of some of the categories of practice described in the previous section.
The relation between concerted cultivation and vocation is not straightforward, however. The same families who encourage sports, arts, and music
as childhood activities also push their children toward traditional highstatus careers with more stable and guaranteed financial rewards. Uppermiddle-class youth who are avid fan producers, for example, are still
pursuing traditional career paths through elite universities. One accomplished fan producer seemed puzzled by Mizuko Ito’s question as to
whether he might consider a career related to anime. “Well, first off, [my
parents] would kill me. Secondly, I could probably make more as a biomedical engineer than anything in that neighborhood” (Ito, Anime Fans). By
contrast, less privileged families might see creative-class careers as one of
their few chances at upward social mobility, what one of Ito’s interviewees
described as a “pipe dream for a fancy job.” In the previous section, we
discuss some of the ways in which new media might provide broadened
access to new forms of economic networks. We see how youth from a wide
range of class backgrounds exploited these networks for economic gain. In
the case of nonmarket work, household economic status is a stronger
determinant of forms of participation. Here we see youth who choose to
engage in unpaid labor in far-flung networks that makes no contribution
to their household economy. While they are arguably gaining experience
that will help them in their longer-term career aspirations, immersive
participation in these activities is predicated on the fact that they do not
feel pressures to engage in domestic work or paid work outside the home.
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Nonmarket Peer Production
Within the field of digital-culture studies, theorists are debating how to
understand the “free” nonmarket labor that supports activities such as
open-source software development, citizen science, game modding, fansubbing, and Wikipedia authoring. For example, Yochai Benkler (2006) sees
“nonmarket peer production” as part of a fundamental shift from the
market mechanisms that characterized cultural production in high capitalism. Other theorists see these processes as exploitation of users and consumers for the commercial gain of media industries (Ross 2007; Terranova
2000). These kinds of practices differ in important ways from traditional
forms of volunteerism and community service, yet they may provide some
of the same social benefits for youth. When examining youth practice in
this domain, we need to negotiate a complicated tension. On one hand, it
is important to value these activities as spaces where youth can engage in
active forms of social organization and develop a sense of efficacy and leadership. Further, these activities are part of a “free culture” sharing economy
that has a unique ethic of civic participation aimed at developing public
rather than proprietary goods (Lessig 2004). On the other hand, widespread
youth participation in unpaid digital cultural production is part of a resilient structural dynamic in which many constructive activities of youth are
not “counted” as a contribution to economic productivity (Qvortrup 2001).
The enthusiasm that media-savvy youth are bringing to nonmarket digital
production represents a unique twist to these existing dynamics.
As part of Mizuko Ito’s case study on anime fans, she has researched the
practices of amateur subtitlers, or “fansubbers,” who translate and subtitle
anime and release it through Internet distribution. Chapter 6 describes
some of the ways in which they form tight-knit work teams, with jobs that
include translators, timers, editors, typesetters, encoders, quality checkers,
and distributors. Although the quality of fansubs differ, most fans think
that a high-quality fansub is better than the professional counterpart.
Fansub groups often work faster and more effectively than professional
localization industries, and their work is viewed by millions of anime fans
around the world. Fansubbing, like much of digital-media production, is
hard, grinding work—translating dialogue with the highest degree of
accuracy, timing how long dialogue appears on the screen down to the
split second, fiddling with the minutiae of video encoding to make the
highest-quality video files that are small enough to be distributed over the
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Internet. They often work on tight deadlines, and the fastest groups will
turn around an episode within twenty-four hours of release in Japan. For
this, fansubbers receive no monetary rewards, and they say that they pursue
this work for the satisfaction of making anime available to fans overseas and
for the pleasure they get in working with a close-knit production team.
Similarly, fan conventions are organized entirely by volunteers, who at
best might get a free hotel room for months of work in organizing an event
for thousands of fans. Some of the most dedicated of convention organizers
Ito interviewed described spending almost all of their vacation time and a
substantial amount of their own financial resources to act as volunteer
organizers. Gamers also pour tremendous amounts of time and energy into
organizing online guilds and developing their own content to enhance the
gaming experience for others, such as game reviews, walk-throughs, mods,
and machinima. Because these activities are constructed as fan or player
activities, and there are legal constraints on their monetization, participants are doubly hampered in translating these activities into personal
financial gain. The nonmarket ethic of fan-based production is that this
work is done “for fellow fans” and not for financial gain. This stance represents a kind of accommodation between fans and commercial media
industries, in which the latter tolerates some degree of fan distribution and
derivative works, provided they are not framed as commercial work.
Box 7.4
Final Fantasy XI: Trouncing Tiamat
Rachel Cody
According to Wurlpin,5 a twenty-six-year-old white male in San Diego, “Final
Fantasy XI is like a chat room with action in the background.” The game is
about the people. It is the peer groups—from friends to linkshells6—that
provide motivation for many to log in to the game and make the game
meaningful. The communities and relationships developed within the game
extend beyond it into websites, forums, instant messenger programs, and
email. The players chat with one another across servers or linkshells in these
common spaces, sharing their strategies, advice, and questions. Working
collectively allows a level of success in the game that would be impossible
to attain individually. One of the most impressive acts of coordination and
collaboration during my fieldwork was the slaying of the dragon Tiamat by
the linkshell KirinTheDestroyers (KtD).
At the time of our fieldwork, Tiamat was one of the most difficult dragons
in Final Fantasy XI. When linkshells were first attempting to kill her, Tiamat
would often require more than two alliances7 (thirty-six players) and four
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hours of coordinated teamwork to defeat. Strategies to kill Tiamat had to deal
with a variety of the dragon’s special moves and abilities as well as an increase
in difficulty for the last ten percent of her health.
Despite how daunting the fight seemed, KirinTheDestroyers8 had spent the
first half of 2005 taking on progressively harder areas and monsters in the
game and wanted a new challenge. As Wurlpin told me, new activities “keep
the game interesting” and “keep the challenge on.” A successful defeat of
Tiamat would demonstrate how far KtD had advanced in the game and the
capabilities of its members. When KtD began discussing a linkshell attempt
on Tiamat in June 2005, none of the linkshell members had experience fighting anything like Tiamat. KtD members had grown up together in the game
as a linkshell, and nearly all the experience the players had with the game had
been acquired through linkshell activities. And none of the linkshell activities
had been dragons like Tiamat. It took the linkshell two months of effort,
frustration, heartache, and brainstorming to be able to conquer the dragon.
The first attempt at Tiamat relied on the advice of a new KtD member,
Bokchoi,9 who joined the linkshell only a few days before the first attempt.
Bokchoi, a twenty-two-year-old white male in Florida, came from the only
English-speaking linkshell on the server that had successfully killed Tiamat,
and brought with him a wealth of knowledge about the fight. Using the linkshell’s website forums, Bokchoi provided the strategy that his former linkshell
had used in its Tiamat fight. He used a screen shot of the fight, with arrows
pointing where people should stand during the fight. Through text and the
screen shot, Bokchoi explained where the fight would take place, where people
would stand depending on their jobs, where the dragon would be kept
throughout the fight, and what each job should do during the fight. Bokchoi
warned the linkshell, however, that the strategy would need to be tailored to
KtD’s strengths and weaknesses:
I would like to say this is by no means the only way to defeat Tiamat and during the
course of the fight the strategy can be altered to benefit from the linkshell’s strengths
and overcome any weaknesses. I would also like to say even going in with a proven
strategy it is no easy fight, and in all honesty do not expect to walk away with a win.
This fight takes a bit of practice and some reworking of strategies to enhance this basic
strat to work for KtD. I think KtD has the numbers and the skill, just needs a bit of
practice to get a fight like this down.
After reading Bokchoi’s strategy, KtD members used the forums to form
groups and discuss their individual moves for the fight. One officer debated
between different moves that players could perform in the fight: “Spinning
Slash is better for Tiamat. Spiral hell will do more Damage at 300% TP, but it’s
more efficient to do 3 Spinning Slash in the same amount of time.”10 Other
players used the forum thread to organize parties and coordinate their moves
with one another. Coordinating with one another before the fight allowed
KtD members to discuss ways to maximize their damage and efficiency.
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The first Tiamat attempt was not successful. After several hours, the dragon
was down to nine percent health before KtD was forced to leave because of
sheer exhaustion. Tiamat had become much more difficult in the last ten
percent of her health and KtD would need to modify its strategy to be successful. Despite not killing Tiamat, KtD’s attempt became part of a larger
conversation as many in the server’s community watched and discussed the
fight. As the linkshell left the fight with heavy hearts, a KtD member logged
in and said, “I heard the news, it’s all over the server. Lol everyone’s talking
about us.” The mood in the linkshell brightened at this collective support
and it started a battle cry of “TIAMAT!”
KtD didn’t attempt Tiamat again for another month, using the time to
discuss the first attempt, difficulties they had, possible solutions, and new
strategies on their forums. More than fifteen players contributed to these
brainstorming sessions. Once the main problem was identified—the tanks11
were dying too fast—players relied on their experiences within the game to
suggest solutions. As Fyrie,12 a seventeen-year-old Asian-American in New
York, suggested, “Next time we fight him, we definately need more NINs13 to
tank his last 10% left when he spams mighty strikes.14 It was doing about
580~ to our PLD15 and they fell in 2 hits.” Some of these suggestions required
minor changes, such as using different players for different roles or modifying
the spells they would use. Other changes, such as using different subjobs,16
required some players to spend hours or days leveling a new subjob. For
example, Ghostfaced,17 a nineteen-year-old white male in Oregon, offered to
level his white mage subjob so that he could be more versatile in the fight.
Another major contributor to the strategy for the second fight was a new
KtD member, Tacoguy.18 He posted in the brainstorming thread, “Alright well
i have a friend on a different server and him and his ls have taken down
tiamat many many times and i asked him how do they do it so quick cause
it takes them about 1 : 30 [one hour and thirty] minutes.” Tacoguy served as
a messenger between KtD and his friends on the other server, asking questions
about the fight and posting their strategies onto the KtD forums.
KtD tried Tiamat again in August, armed with their previous experiences
with Tiamat, the adaptations to Bokchoi’s and Tacoguy’s strategies, and their
own brainstorming and hard work. The new strategies proved successful for
the first half of the fight, but a minor mistake by one player had major consequences and the linkshell lost claim, or ownership, over the dragon, and
KtD chose to withdraw rather than start over. Many in the linkshell were
frustrated and angry that their hard work had not met with success, but a
few remained positive. One member posted on the forums, “One way or
another we should all be proud for doing what we have the past two attempts.
Grats and a pat on the back to everyone.”
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In September 2005, KtD attempted Tiamat for the third time using the same
strategy as in the second attempt. KtD members were confident that despite
the mistake in the second attempt, the strategy would work. Members used the
time between the second and third attempts to relax, better their gear, and
increase their playing abilities through other activities. Quite experienced with
the fight by this point, KtD’s third Tiamat fight resembled a choreographed
dance. The tanks were rotated out of the fight as they became exhausted;
players moved in a cycle of positions as they fought, healed, were attacked, or
rested; and the black mages had an elaborately ordered system in which they
took turns casting special spells against the dragon. After four hours of this
extremely coordinated and intense teamwork, KtD successfully killed Tiamat.
The conquering of Tiamat was a collective success; it was the work of more
than fifty players who diligently combed through their experiences, outside
videos and screen shots, and the experiences of their friends to create a successful strategy. They brought years of collective experience and ideas to the
battles and brainstorming sessions, and their deaths in the dragon pit taught
them even more. Screen shots and videos were researched by some members
to suggest other successful ideas. Bokchoi became a mentor, and Tacoguy
became a resource and messenger of questions for his friends, who had more
experience with Tiamat. Throughout their journey, KtD members combined
all that they knew or thought, laid it bare, disassembled it, analyzed it from
every direction, demolished some parts and polished others, and then reassembled it to be a work of art. It was a strategy that took two months to
perfect, but the success was worth the effort.
Another version of nonmarket work is the kind of involvements that
youth have with online gaming economies that exhibit many of the same
features as real-life economies, but that are quite separate from them. These
involvements are most evident in multiplayer online gaming worlds
(Castronova 2001; Dibbell 2006), but they also are an important part of
sites such as Neopets or games such as Pokémon and Yu-Gi-Oh! that
involve the buying and selling of game items. The grind of nonmarket
work is familiar to any player in a massively multiplayer online roleplaying game (MMORPG). Rachel Cody’s case study of a linkshell’s defeat
of a high-level monster (see box 7.4) documents a culminating moment
for players who have poured months of their time into the repetitive labor
of “leveling” their characters by battling monsters and engaging in menial
craftwork. Laura Robinson’s study of Neopets (see section 7.5) illustrates
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some of the energies that young people bring to these online economies,
even though they do not translate to real-life capital.
Fan production and gaming production are not the only examples of
practices youth engage in that involve many of the same disciplines of
professional media production but that bring none of the financial rewards.
Even an activity such as the creation of YouTube videos, which often seems
playful and off-the-cuff, involves this kind of grinding labor to create good
work. One of the youths Patricia Lange interviewed, Jack, a seventeen-yearold white male (YouTube and Video Bloggers), described a video shoot with
a group of fellow homeschooled teens.
The environment was just, you know, torturous. And tempers were flaring ‘cause we
were all . . . we would be shooting day in and day out for, you know, sometimes for
two or three days in a row, and we would just be sitting there and we’d get really
mad at one another. And then looking back, we just always laugh at it because it’s
just so ridiculous that we’re all sitting here in this hundred-degree weather with all
this stuff around us, and we’re just absolutely dying. Reshooting the same scene
over and over again, and, you know, and it never just progressed anywhere.
Youth pour their energies into producing videos, writing fan fiction,
making music, or recording podcasts, and they most commonly release
their work on the Internet for free. At the time of Google’s purchase in
2006, YouTube was valued at more than a billion dollars, capitalizing on
the economy of freely shared amateur media production, for which creators did not earn a penny from the distribution of their work online.
Although business models and terms of service for online sharing sites are
changing, and there are more opportunities for amateur creators to gain
revenue from online distribution, most amateurs, youth, and fan producers
do not see any economic gain from their work.
These practices add a new twist to our existing understanding of volunteerism and civic engagement. Just as with more long-standing forms of
youth volunteer work and internships, this nonmarket work is a space for
young people to experiment with different work practices before they make
commitments to jobs and careers. For example, in Ito’s study of fansubbers,
some described how poeple “retire” because “it wasn’t fun anymore” or it
was becoming too much like a “real job.” Although the practices resemble
market-based labor in many ways, they are still a form of volunteer practice
that youth can drop out of with little material consequence. Still, relationships they foster with their peers in these groups provide opportunities for
mentorship and for youth to take on identities as leaders and media pro-
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ducers. Further, these activities are often animated by a civic spirit of
sharing that takes “free culture” as a rallying point in working toward a
cultural commons that is not dominated by commercial interests. At the
same time, it is important to keep in mind the broader political economic
conditions in which these kinds of engagements occur. Most of these more
sophisticated forms of nonmarket online production are the province of
relatively privileged youth who are pursuing these activities during college
or other times in their lives when they are not under financial and time
pressures to engage in domestic or paid work.
While we should look to these youth practices as examples of highly
engaged forms of youth mobilization and creativity, we must also recognize how they remain embedded in existing structural conditions of inequity and in a robust set of commercial practices that define the contours
of Web 2.0 industry. In many ways, the free-culture movement and industry attention to user-generated content are part of a cultural logic that is
growing in salience and that defines a particular historic moment in the
evolution of media and communications. We see youth innovation as
central to defining these new genres of cultural participation, even as they
are very much under flux, through a complicated set of struggles between
different media industries and sectors as well as the everyday activity of
youth and adults.
Box 7.5
Eddie: Neopets, Neocapital, and Making a Virtual Buck
Laura Robinson
Eddie is a precocious teen from California who is a self-described former
Neopets addict. In his words, “I loved the economic stimulation!” Significantly, while some players talk about the social aspects of the site, for Eddie,
Neopets was a solitary activity. He explained that while it was okay to play
while he was in junior high, by the time he got to high school the younger
players would tell the older players that they were too old. So Eddie continued
to play, alone, in secret, long after it was “cool” for someone his age to play
the game. For Eddie, the excitement of Neopets was rooted in the potential
for economic activity; the interest in Neopets was almost solely for its economic ventures. When asked about his relationship with his pet, he said with
a laugh, “I think mine all died! I never checked on them.” For Eddie, the
Neopets connection took place on the site’s simulated financial sector through
bank accounts and a stock market that absorbed all his attention. He elaborated, “I just wanted to hoard my cash to make more. I wouldn’t waste my
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points feeding my pets. I didn’t want to buy them anything—just to play the
market.”
What is most interesting about this player is that all his activities essentially
computed into the following equation: time = money. For him, time did not
equal creative output, social relations, or fun. Rather, all activities were aimed
toward the single overarching goal of amassing capital—neocapital. Eddie
invested time in playing the games, not for the enjoyment of the games but
for the economic points to add to his bank account. He relished checking his
bank balances on Neopets and reported experiencing great satisfaction in
doing so: “I would log in just to see my balances. It was really satisfying.”
When Eddie engaged in other site activities, it was always with an eye to
capital acquisition. He explained that when he built a home or opened a
store, he had the same goal in mind: time = labor = points = money. “It was
simple; if it made me money, I did it.” Unlike most of the other players who
were interviewed, he stated that all the community-building activities on the
site or the informal offline player communities were of little or no interest to
him because they served no monetary purpose.
This interview is also interesting in that this player very self-reflectively
stated that he “knew” Neopets was teaching an extreme capitalist agenda
because all activities—regardless of the players’ skills—would likely result in
some kind of neopoint financial yield. In Eddie’s opinion, the normative
environment fostered by Neopets teaches an unrealistic expectation that
financial gain will be the “natural” outcome of the varied site activities, which
are rooted in making money via stocks, playing for points, and opening stores
as financial ventures. Eddie cautioned that the Neopets stock markets taught
kids an unrealistic view of the market. In his words, “Yeah, you have to be
careful because it creates unrealistic expectations. I mean no stock market
has stocks that only go up in value.” He further reported that no matter
the stocks, all stocks increased in value through time; Neopets players
could be sure that if they bought low they would eventually be able to sell
high. His own strategy was to always buy low-priced stocks when they first
came out because, unlike in the “real” stock market, all neostocks increase in
value through time. When asked if the value of stocks on Neopets fluctuated
wildly, simulating “real” market activity, he said that in his own experience
this was not the case. Rather, Eddie explained that all engagement in capitalist
activities on the site produced positive economic yield. “There were highs
and lows in the market fluctuations but never any real crashes. No one ever
got wiped out.”
Eddie further explained his own rationale for investing time and energy in
the site. He said that the site whetted his appetite for the kind of stimulusresponse created by financial risk. Eddie also believed that his playing was
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rooted in this extreme interest in the financial aspect of Neopets, an interest
that grew through time. While Eddie made these connections regarding his
own activities on the site, he did not mention any of the advertising that
takes place there. Rather, for Eddie, the relationship to the site was framed as
preparation for future financial success. His play on Neopets taught him how
to save money, spend wisely, and invest in the future. While his connection
with the site became centered on his capital- /revenue- /monetary-seeking
activities, he claimed that it was always as a training field for his imagined
adult practices. “You know I want to make money someday and playing all
the time like that made me feel that it was all real. That everything had real
consequences.”
Conclusion
An exploration of different forms of work that youth engage in through
and with digital media illuminates some important dimensions of youth
participation in labor and economic activity. Throughout this discussion
we see the resilience of existing forms of class distinction in structuring
young people’s access to particular job trajectories and their orientations
toward labor and work. Further, youth labor has tended to be ghettoized
into unskilled labor or informal economies that are generally framed as
“helping” rather than activity with clear financial motives. New media
participate in the production of these familiar distinctions. While recognizing these conservative tendencies and existing structural divisions, in this
chapter we try to highlight the potential of new media engagement in
changing some of these conditions by describing somewhat exceptional
and innovative cases. If these cases are any indication of broader shifts, we
are beginning to see evidence that new media are helping to open new
avenues for young people to exercise new forms of agency with regard to
labor and work.
Although it is rare for teens to get real jobs that make use of their technical and media expertise, their knowledge of new media can support forms
of economic activity and work that were not previously available to them.
We discuss this in terms of ways that kids can earn money through distributing their work, freelancing, and entrepreneurism. These forms of
grassroots economic mobilization are particularly evident among youth
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from less privileged backgrounds. By contrast, elite youth, particularly
those who spend many years in higher education financed by their parents,
often parlay their new media skills into the nonmarket sector. Much like
how different forms of volunteerism and internships have functioned
historically, networked peer production provides opportunities for kids to
experiment with different forms of work and public participation. These
activities, varying from creative production to fansubbing to virtual currency trading, are training grounds for participation in the twenty-firstcentury economy. The difference, however, between these and structured
educational and preparatory programs is that youth who participate in
these activities engage in work that is immediately consequential; these
are not training exercises but activities that provide them immediate gains
in the context of a network of peers or a broader audience of viewers and
readers. Particularly in the context of the United States, where there are
comparatively few high-quality apprenticeship and vocational programs
for teens not on an academic track (Hansen, Mortimer, and Krüger 2001),
these opportunities fill a social vacuum.
In our discussion, we try to work against the assumption that digital
media are opening up opportunities to tech-savvy kids in the same ways.
Kids from a wide range of economic and social backgrounds are mobilized
around diverse forms of new media work. Though we have seen a general
opening up of opportunity for participation in various forms of new media
work, the vast majority of these engagements do not translate to paying
jobs and successful careers in the creative class. Elite kids have access to
the real-world social and cultural capital where they may be able to translate these skills to jobs and paid work, and they have a leg up on kids who
do not have this social and cultural capital. Even among privileged kids,
we see a tendency for them to see these forms of work as serious hobbies
that are separate from their real-life trajectories, which guarantee them a
stable future career through standard and well-established forms of education. By contrast, less privileged youth may look toward creative-class
careers for new kinds of opportunities, but they may not have the social
and cultural capital to translate their talents into careers. In either case, we
see a growing space of creative-class work that is not directly tied to the
day jobs of the people participating in them. The economies of P2P trading
that are flourishing online, and the venues for amateurs to showcase their
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work, are creating a new media ecology that supports these more informal
kinds of work and economic arrangements. Across the class spectrum, we
see kids and young adults choosing to participate in creative and technical
work because of the pleasure of productive activity that they engage in on
their own terms, regardless of whether or not there is economic benefit.
Whether the work is economic activity or nonmarket work, many kids
are looking online for sites for exercising autonomy and efficacy and
making their labor visible in a public way. Digital-media ventures are more
attractive than the unskilled labor usually available for kids. Many motivated kids are not satisfied with a purely preparatory role and look for
real-life consequences and responsibilities in the here and now. Many are
ready for these responsibilities and launch successful careers online. Youth
appreciate the opportunity to be “taken seriously” by their coworkers in
forms of work that have clear productive benefits to others and where there
is public validation and visibility. For others these activities are a way to
experiment in certain forms of work without highly consequential failure.
While educators have long noted the importance of learning in situations
of real-life work and apprenticeships, there are relatively few examples of
these forms of learning in the United States. Studies of Girl Scout cookie
sales (Rogoff et al. 2002) give one example that does come from the United
States, but many of the most celebrated examples in the literature come
from cultural contexts where kids are engaged more directly in economic
activity (Lave and Wenger 1991; Nunes, Schliemann, and Carraher 1993).
Aside from volunteerism and concerted cultivation, which are framed
more as preparatory activities, kids in the United States have few contexts
for this kind of learning. The cases we describe, by contrast, are about new
media’s providing access to high-stakes and real environments where learning has consequences on kids’ and others’ lives.
The ways in which new media intersect with youth’s activities of work
are indicative of the complicated role that youth labor has occupied in
modern society. Although youth were largely shut out from the formal,
high-status labor economy, they have continued to work in a wide variety
of forms. New media are making some of these activities more visible and
valued, in part because of young people’s new media literacy, which can
often exceed that of their elders. The examples of youth practice, in turn,
are part of a broader restructuring of what counts as work and productive
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Mizuko Ito
labor, one that sees a greater role for the informal, peer-based economies
that have unique affinities with the social positions and cultures of young
people. While the relationships between these peer-based economies and
existing commercial sectors is still very much under negotiation, we can
expect that the activities of youth today will result in resilient changes
to the relationships among public engagement, cultural exchange, and
economic participation.
Notes
1. “New economy” generally refers to a shift from an industrial and munfacturingbased economy to one centered on services and knowledge production. Information
technologies are considered key elements of the infrastructure supporting the new
economy.
2. “Crowdsourcing” describes the process in which work that used to be outsourced
to a contractor is now performed by an undefined, large group of people in an open
environment. Some examples of crowdsourcing are collective citizen-science projects, some of the work of MoveOn.org, or Wikipedia.
3. “Caitlin Hill” is her real-life name.
4. “Ian Oji” is a real pen name.
5. “Mercykillings” is a real screen name.
6. “Wurlpin” is a real character name.
7. “Linkshells” are in-game communities that require invitation, have dedicated
chat channels, and often have their own organized activities. They are like the guilds
of other MMORPGs.
8. An alliance is a group of three parties.
9. KirinTheDestroyers is the endgame linkshell in the MMORPG Final Fantasy XI
with whom I did fieldwork.
10. “Bokchoi” is a real character name.
11. Spinning Slash and Spiral Hell are both moves within the game that can be
done using a resource called TP.
12. “Tanks” are players whose role is to “take the hits” of a fight. Certain jobs are
more beneficial for this role because of health, abilities, and gear.
13. “Fyrie” is a real character name.
14. “NINs” are ninjas, who have an ability that absorbs damage.
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15. A “mighty strike” is a special move of Tiamat that does a lot of damage.
16. “PLDs” are paladins, another tanking job.
17. “Subjobs” are a secondary job that players can have to supplement their primary
jobs.
18. “Ghostfaced” is a real character name.
19. “Tacoguy” is a real character name.
Conclusion
The goal of this project and this book is to document the everyday lives
of youth as they engage with new media and to put forth a paradigm for
understanding learning and participation in contemporary networked
publics. Our primary descriptive question is this: How are new media being
taken up by youth practices and agendas? We have organized our shared
analysis across our different case studies according to categories of practice
that correspond to youth experience: media ecologies, friendship, intimacy, families, gaming, creative production, and work. In this way, we
have mapped an ecology of different youth practices as well as mapping
the broader social and cultural ecologies that contexualize these practices.
As we take into account these larger structuring contexts, we remain attentive to the dynamics of youth culture and sociability, seeking to understand
new media practices from a youth point of view. We describe the diversity
in forms of youth new media practice in terms of genres of participation
rather than of categories of youth based on individual characteristics. In
this way, we articulate the relationship between broader social and cultural
structures and everyday youth activity in ways that take into account the
changing and situationally specific nature of youth engagement with particular practices. Although we see our work as essentially exploratory, as
among the first steps toward mapping the terrain of youth new media
practice, we try to identify some initial landmarks and boundaries that
define this area of ethnographic inquiry.
Following from our descriptive focus, we have a central analytic question: How do these practices change the dynamics of youth-adult negotiations over literacy, learning, and authoritative knowledge? We suggest that
participation in networked publics is a site of youth-driven peer-based
learning that provides important models of learning and participation that
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are evolving in tandem with changes in technology. We argue that what
is distinctive about our current historical moment is the growth of digital
media production as a form of everyday expression and the circulation of
media and communication in a context of networked publics enabled by
the Internet. We see peer-based learning in networked publics in both the
mainstream friendship-driven hanging out in sites such as MySpace and
Facebook as well as in the more subcultural participation of geeked out
interest-driven groups. Although learning in both of these contexts is
driven primarily by the peer group, the structure and the focus of the peer
group differs substantially, as does the content of the learning and communication. While friendship-driven participation is largely in the mode
of hanging out and negotiating issues of status and belonging in local,
given peer networks, interest-driven participation happens in more distributed and specialized knowledge networks. We see kids moving between
these different genres of participation, often with the mediating practice
of experimental messing around with new media. Networked publics
provide a space of relative autonomy for youth, a space where they can
engage in learning and reputation building in contexts of peer-based reciprocity, largely outside the purview of teachers, parents, and other adults
who have authority over them.
These frameworks for understanding the shape of youth participation in
networked publics help us understand what may be the most productive
levers of change and intervention. Skills and literacies that children and
youth pick up organically in their given social worlds are not generally
objects of formal educational intervention, though they may require a
great deal of social support and energy to acquire. In friendship-driven
contexts, young people learn about the opinions and values of their peers
through testing of social norms and expectations in everyday negotiations
over friendship, popularity, and romantic relationships. These negotiations
take place in peer publics that have been largely segregated from adult
sociability ever since the establishment of teens as a distinct cultural demographic. On the interest-driven side, gamers and media creators are often
motivated by an autodidactic ethic, rejecting or downplaying the value
of formal education and reaching out to online networks to customize
their own learning practices. Given the centrality of youth-defined agendas
in both of these contexts, the challenge is to build roles for productive
adult participation that respect youth expertise, autonomy, and initiative.
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We believe that one key to productive adult involvement is in taking
advantage of this current moment in interpretive flexibility about the
nature of public participation. We have an opportunity to define, in partnership with youth, the shape of online participation and expression and
new networked, institutional structures of peer-based learning. In this
conclusion, we summarize the findings of our research in terms of what
we see as potential sites of adult participation and intervention in youth
practices. We do this in the spirit of suggesting avenues for future research
and programmatic exploration. Our work has not focused on evaluating
specific pedagogical approaches or institutional configurations, but we do
believe that our work has implications for those seeking to do so. We
organize this concluding discussion in relation to current debates over new
media literacy, online participation, and the shape of contemporary learning institutions.
Shaping New Media Literacies
In our descriptions of youth expression and online communication, we
identify a range of practices that are evidence of youth-defined new media
literacies. On the friendship-driven side, we have seen youth developing
shared norms for online publicity, including how to represent oneself in
online profiles, norms for displaying peer networks online, the ranking of
relationships in social network sites, and the development of new genres
of written communication such as composed casualness in online messages. The commonplace practices of youth who are not framing themselves as particularly tech or media savvy—creating a MySpace profile,
looking around for information online, finding and using a gaming cheat,
or knowing how to engage in an appropriately casual IM conversation—are
picked up within a networked social ecology widely available to youth
today. Chapters 2 an 3, on friendship and intimacy, argue for an appreciation of the social and literacy skills that youth are developing in these
ways. A mere decade ago, however, even these kinds of commonplace
online competencies were the province of a technology elite of early adopters and certain professional communities.
On the interest-driven side, youth continue to test the limits on forms
of new media literacy and expression. Here we see youth developing a wide
range of more specialized and sometimes exclusionary forms of new media
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literacies that are defined in opposition to those developed in more mainstream youth practices. When youth engage in practices of messing around,
they are experimenting with established rules and norms for media and
technology use and expression. In geeked out interest-driven groups, we
have seen youth engage in the specialized elite vocabularies of gaming and
esoteric fan knowledge and develop new experimental genres that make
use of the authoring and editing capabilities of digital media. These include
personal and amateur media that are being circulated online, such as
photos, video blogs, web comics, and podcasts, as well as derivative works
such as fan fiction, fan art, mods, mashups, remixes, and fansubbing.
Chapters 6 and 7, on creative production and work, describe many of these
practices. In these geeked out practices, and in the more mainstream practices on the friendship-driven side, we see youth actively negotiating the
shape of new media literacies. While standards for literacy are constantly
under negotiation in any community of practice, we do believe that the
relative newness of digital production and online communication means
that we are in a moment of interpretive flexibility, where values, norms,
and literacy are particularly malleable.
Although youth online expressions may seem very foreign to those who
have not grown up with them, youth values in this space are not so far off
from those of adults. In our work, contrary to fears that social norms are
eroding online, we did not find many youth who were engaging in any
more risky behaviors than they did in offline contexts. As we describe in
chapter 5, on gaming, those practices most commonly associated with bad
behavior, such as play with violent video games, when viewed in a social
context are an extension of familiar forms of male bonding. And just like
in adult worlds, youth are engaged in ongoing struggles to gain a sense of
autonomy and self-efficacy and to develop status and reputation among
peers. We think it is important to recognize these commonalities in values
that are shared among kids and adults; we see no need to fear a collapse
of common culture and values. We do not believe that educators and
parents need to bear down on kids with complicated rules and restrictions
and heavy-handed norms about how they should engage online. For the
most part, the existing mainstream strategies that parents are mobilizing
to structure their kids’ media ecologies, informed by our ongoing public
discourse on these issues, are more than adequate in ensuring that their
kids do not stray too far from home.
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At the same time, our research does enable us to be a bit more precise
about the influence of these technosocial shifts on intergenerational relations. Although the underlying social values may be shared intergenerationally, the actual shape of peer-based communication, and many of its
outcomes, are profoundly different from those of an older generation. We
found examples of parents who lacked even rudimentary knowledge of
social norms for communicating online or any understanding of all but
the most accessible forms of video games. Further, the ability for many
youth to be in constant private contact with their peers strengthens
the force of peer-based learning, and it can weaken adult participation in
these peer environments. The simple shift from a home phone to a mobile
phone means that parents have lost some of the ambient social contact
that they previously had with their children’s friends. When you have a
combination of a kid who is highly active online and a parent who is
disengaged from these new media, we see a risk of an intergenerational
wedge. Simple prohibitions, technical barriers, or time limits on use are
blunt instruments; youth perceive them as raw and ill-informed exercises
of power.
The problem lies not in the volume of access but the quality of participation and learning, and kids and adults need to first be on the same page
on the normative questions of learning and literacy. Parents need to begin
with an appreciation of the importance of youth’s social interactions with
their peers, an understanding of their complexities, and a recognition that
children are knowledgeable experts on their own peer practices. If parents
can trust that their own values are being transmitted through their ongoing
communication with their kids, then new media practices can be sites of
shared focus rather than sites of anxiety and tension. In the chapter on
families, as well as in those on gaming and creative production, we see
numerous cases of parents and kids’ coming together around new media
in ways that exhibit a shared sense of what counts as valuable learning
and positive sociability, and where both parents and kids bring interests
and expertise to the table. These examples vary from parents who engage
playfully in kids’ online peer communications, who watch telenovelas with
their kids in the living room, who work on collaborative media productions with their kids, who will play a social game with a visiting boyfriend,
to parents who simply encourage and appreciate kids’ self-motivated learning with media and technology, giving them space and time to experiment
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and tinker. It is important to note that these kinds of engagements do
require parents to invest in some basic learning about technology and
media, and we believe issues of differential participation and access may
be just as important for parents as they are for kids.
We also believe it is important to recognize the diverse genre conventions of youth new media literacy before developing educational programs
in this space. Particularly when addressing learning and literacy that grow
out of informal, peer-driven practices, we must realize that norms and
standards are deeply situated in investments and identities of kids’ own
cultural and social worlds. Friendship-driven practices of hanging out and
interest-driven practices of geeking out mobilize very different genres of
new media literacy. While it is possible to abstract some underlying skills,
it is important to frame the cultural genre in a way appropriate to the
particular context. For example, authoring of online profiles is an important literacy skill on both the friendship- and interest-driven sides, but one
mobilizes a genre of popularity and coolness and the other a genre of geek
cred. Similarly, the elite-speak of committed gamers involves literacies that
are of little, and possibly negative, value for boys looking for a romantic
partner in their school peer networks. Following from this, it is problematic
to develop a standardized set of benchmarks to measure kids’ levels of new
media and technical literacy. Unlike academic knowledge, whose relevance
is often limited to classroom instruction and assessment, new media literacy is structured by the day-to-day practices of youth participation and
status in diverse networked publics. This diversity in youth values means
that kids will not fall in line behind a single set of literacy standards that
we might come up with, even if those standards are based on the observations of their own practices.
We believe that if our efforts to shape new media literacy are keyed to
the meaningful contexts of youth participation, then there is an opportunity for productive adult engagement. Many of the norms that we observed
online are very much up for negotiation, and there were often divergent
perspectives among youth about what was appropriate, even within a
particular genre of practice. For example, as described in chapter 2, the
issue of how to display social connections and hierarchies on social network
sites is a source of social drama and tension, and the ongoing evolution
of technical design in this space makes it a challenge for youth to develop
shared social norms. Designers of these systems are central participants in
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defining these social norms, and their interventions are not always geared
toward supporting a shared set of literacy practices and values. More robust
public debate on these issues that involves both youth and adults could
potentially shape the future of online norms and literacies in this space in
substantive ways. On the interest-driven side, we see adult leadership in
these groups as central to how standards for expertise and literacy are being
defined. For example, the heroes of the gaming world include both teens
and adults who define the identity and practice of an elite gamer. The same
holds for all the creative production groups that we examined. The leadership in this space, however, is largely cut off from the educators and policy
makers who are defining standards for new media literacy in the adultdominated world. Building more bridges between these different communities of practice could shape awareness on both the in-school and
out-of-school side if we could respond in a coordinated and mutually
respectful way to the quickly evolving norms and expertises of more geeked
out and technically sophisticated experimental new media literacies.
Participation in Networked Publics
At least since the early 1990s, the question of online access and public
participation has been on the radar of policy makers in the form of agendas
addressing the digital divide (Bikson and Panis 1995; The White House
1993; Wresch 1996). While national context and economic factors have
been central to this question, debates over the digital divide also examined
factors such as gender and age as structuring differential access to technology-related competencies (Ito et al. 2001; Shade 1998). Throughout the
1990s, policy interventions in the United States focused on providing
public access to the Internet through community institutions such as
public schools and libraries (Fabos 2004; Henderson and King 1995). Today
the picture is much more complex. Basic access to technology, the ability
to navigate online information, and the ability to communicate with
others online are increasingly central to our everyday participation in
public life. At the same time, the range and diversity of networked publics
and forms of participation have proliferated dramatically, making the definition of baseline technology access and literacy difficult if not impossible
to achieve. Further, commercial online access and Web 2.0 sites have
largely overshadowed the public and nonprofit sites and infrastructures of
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the Internet, even as we have seen a steady growth in user-generated
content (Fabos 2004). A digital-divide agenda focused on technology access
does not address what Jenkins and his colleagues (2006) have called the
“participation gap.” The more complex and socially contextualized skills
of creating digital media, sharing information and media online, socializing with peers in networked publics, and going online to connect with
specialized knowledge communities require both high-end technology
access and social and cultural immersion in online worlds (Seiter 2007).
We suggest that the notion of networked publics offers a framework for
examining diverse forms of participation with new media in a way that is
keyed to the broader social relations that structure this participation. In
describing new media engagements, we look at the ecology of social, technical, and cultural conditions necessary for certain forms of participation.
When examining the kind of informal, peer-based interactions that are the
focus of our work, we find that ongoing, lightweight access to digitalproduction tools and the Internet is a precondition for participation in
most of the networked public spaces that are the focus of attention for U.S.
teens. Further, much of this engagement is centered on access to social and
commercial entertainment content that is generally frowned upon in
formal educational settings. Sporadic, monitored access at schools and
libraries may provide sufficient access for basic information seeking, but it
is not sufficient for the immersed kind of social engagements with networked publics that we have seen becoming a baseline for participation
on both the interest-driven and the friendship-driven sides.
On the friendship-driven side, participation in online communication
and gaming is becoming central to youth sociability. As described in
chapter 1, youth who are shut out from these networks for technical or
economic reasons often develop creative work-arounds, such as going to a
friend’s house to play games, befriending the computer-lab teacher, or
using a digital camera as an MP3 player. The fact that these friendshipdriven practices are so widely distributed in youth culture functions as a
driver for a kind of bottom-up universal-access agenda. Although there are
still kids who are excluded from participation, they get a substantial push
of both motivation and peer support because these practices are part of
the common currency of youth social communication. For example, as we
discuss in chapter 6, although most kids were not well versed in web design
and HTML, they generally could find a friend who could help them with
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setting up their MySpace profile. In many ways, these processes of youth
participation in mainstream popular culture are similar to how media such
as television, music, and popular games function as a “ticket to play” for
kids’ communication (Dyson 1997). Economic barriers have continued to
be an issue for lower-income kids’ participation in commercial cultures
(Chin 2001; Seiter 2005). New media accentuate this tendency by requiring
more expensive technology and sophisticated forms of technical literacy.
Adult lack of appreciation for youth participation in popular common
cultures has created an additional barrier to access for kids who do not
have Internet access at home. We are concerned about the lack of a public
agenda that recognizes the value of youth participation in social communication and popular culture. When kids lack access to the Internet at
home, and public libraries and schools block sites that are central to their
social communication, they are doubly handicapped in their efforts to
participate in common culture and sociability. These uses of new media
for everyday sociability also can be important jumping-off points for
messing around and interest-driven learning. Contemporary social media
are becoming one of the primary “institutions” of peer culture for U.S.
teens, occupying the role that was previously dominated by the informal
hanging out spaces of the school, mall, home, or street. Although public
institutions do not necessarily need to play a role in instructing or monitoring kids’ use of social media, they can be important sites for enabling
participation in these activities. Educators and policy makers need to
understand that participation in the digital age means more than being
able to access “serious” online information and culture; it also means the
ability to participate in social and recreational activities online. This
requires a cultural shift and a certain openness to experimentation and
social exploration that generally is not characteristic of educational
institutions.
When we turn to interest-driven practices, we see kids developing more
specialized forms of expertise and engaging with esoteric and niche knowledge communities. The chapters on gaming, creative production, and work
aim to map some of the characteristics of these interest-driven communities of practice. These are groups that see value in subcultural capital that
is not widely distributed in mainstream culture. These are not practices
that are amenable to being codified into a baseline set of literacies, standardized bodies of knowledge, or normalized forms of participation. Young
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people who know how to mess around and pursue self-directed learning
with new media have mastered genres of participation that are applicable
to different content domains if given the necessary contextual supports.
We believe that these genres of participation can generalize across a wide
range of cultural and knowledge domains. For example, in both chapters
5 and 6 we note how youth who have been engaged in geeked out practices
often participate in multiple technical or creative communities concurrently or serially. As technical and media skills and practices become more
mainstream, the kids who are associated with these more specialized
groups will compete to differentiate themselves with even more specialized
forms of expertise that test the boundaries of technical virtuosity. Because
of this, a participation gap in relation to these practices is a structural
inevitability, and in fact, drives motivation and aspirations. In this domain
we should value diversity rather than standardization to enable more kids
to succeed and gain recognition in different communities of interest.
Although we have not systematically analyzed the relation between
gender and socioeconomic status and participation in interest-driven
groups, our work indicates a predictable participation gap. Particularly in
the case of highly technical interest groups and geeked out forms of
gaming, the genre itself is often defined as a masculine domain. These
differences in access are not simply a matter of technology access but have
to do with a more complex structure of cultural identity and social belonging. Girls tend to be stigmatized more if they identify with geeked out
practices. While we may recognize that geeked out participation has valuable learning properties, if these activities translate to downward social
mobility in friendship-driven networks of status and popularity, many kids
are likely to opt out even if they have the technical and social resources
at their disposal. The kinds of identities and peer status that accompany
certain forms of new media literacy and technical skills (and lack thereof)
is an area that deserves more systematic research.
The focus of policy and educational agendas needs to be not on the
specific content or skills that kids are engaged in when they pursue interestdriven participation but rather on the genre of participation. We identify
a series of peer-based learning dynamics that operate in these contexts,
with basic social principles that drive engagement, learning, and the development of expertise. We also describe how youth can transition between
different genres of participation by shifting from hanging out forms of
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media engagement to messing around, to geeking out. Conversely, we have
seen youth who use their geeked out interests or marginalized identities
to leverage online connections and build friendships with like-minded
peers not available to them locally. For example, chapter 6 describes deep
friendships built through media production, and chapter 3 describes how
for gay youth, online groups can be a lifeline for affiliating with other gay
teens. Although not discussed at length in this book, C. J. Pascoe and
Natalie Boero’s study of pro-anorexia and pro-bulimia groups are also an
example of how online spaces can support marginalized identities and
practices. This latter case, in particular, argues for the importance of
keeping these specialized interest spaces open to participation by experienced and credible leadership that can steer the community in productive
directions. These are stories about changing structures of participation that
are supported by different social, cultural, and technical ecologies. It is not
sufficient to design specific learning environments or pedagogical interventions without considering the overall ecology of social, technical, and
cultural support that young people need to navigate these transitions.
For youth who do not have easy access to digital-production tools and
the online networks of interest-driven groups, local youth media programs
play an important role as a place to connect with like-minded peers. The
case studies on local youth media programs that we examine, such as the
hip-hop project, the video-production center, the after-school video game–
production project, and school computer labs that have opened their doors
to kids during breaks and after school, are all examples of adults providing
resources and institutional cover for kids to pursue their hobbies and interests in new media. The most successful examples we have seen are programs that bring kids together based on kids’ own passionate interests and
that have plenty of unstructured time for kids to tinker and explore without
being dominated by direct instruction. Unlike classroom teachers, these
lab teachers and youth-program leaders are not authoritative figures
responsible for assessing kids’ competence, but rather they are what Dilan
Mahendran has called “co-conspirators,” much like the adult participants
in online interest-driven groups. In this, our research is in alignment with
what Vivian Chávez and Elisabeth Soep (2005) have identified as the
“pedagogy of collegiality,” which defines adult-youth collaboration in
what they see as successful youth media programs. Again, this is an area
that we believe deserves further research and attention to pedagogical
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design. Programs of this kind provide leadership and models for youth to
aspire to in addition to the resources for kids to access the means for digital
production. These are examples of public institutions not only providing
the basic access to technology tools and skills training but also filling
a gap in the broader ecology of social, cultural, and technical resources
to enable participation in the more informal and social dimensions of
networked public life.
Intergenerational Learning Institutions
Adult participation as coconspirators in interest-driven groups provides
some hints as to how educators and policy makers can harness these social
dynamics for learning agendas that are more keyed to adult social worlds.
In many ways, the crucial ingredient in youth engagement and successful
adult intervention in these spaces seems to be a stance of mutual respect
and reciprocity, where youth expertise, autonomy, and initiative are valued.
We describe this in terms of peer-based learning, in which those who youth
identify as peers are a crucial determinant of whom they look to for status,
affiliation, and competition. In friendship-driven networks, these dynamics are not so different from what their parents grew up with, involving
the same growing pains of learning to take responsibility for their actions
in a competitive social environment. On the interest-driven side of the
equation, the ways in which we have sheltered youth from workplaces and
institutionalized them in age-segregated schools means that there are few
opportunities for youth to see adults as peers in these ways. As we describe
in chapters 6 and 7, when kids have the opportunity to gain access to
accomplished elders in areas where they are interested in developing expertise, an accessible and immediate aspirational trajectory that is grounded
in an organic social context can be created. In contrast to what they experience under the guidance of parents and teachers, with peer-based learning
youth take on more grown-up roles and ownership of their self-presentation, learning, and evaluation of others.
As we point out, adults can have an important role in providing leadership and role models for participants in interest-driven groups, even in
contexts of peer-based learning. In friendship-driven practices that center
on sociability in given school-based networks, direct adult participation is
often unwelcome, but in interest-driven groups there is a much stronger
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351
role for more experienced participants to play. Unlike instructors in formal
educational settings, however, these adults participate not as educators but
as passionate hobbyists and creators, and youth see them as experienced
peers, not as people who have authority over them. These adults exert
tremendous influence in setting communal norms and what educators
might call learning goals, though they do not have direct authority over
newcomers. How adult roles are structured in these peer-based interestdriven groups is one element of how the genre of participation is defined,
and it could be studied more systematically as a particular pedagogical
stance that is grounded in a structure of reciprocity.
This dynamic is fundamentally different from the deferred-gratification
model that youth experience in schools, where they are asked to accept
that their work in one institutional context (school) will transition at some
uncertain time to what they imagine for themselves in the future (work).
By contrast, their participation in interest-driven groups and their local
friend-based sociability are about status, reputation, and validation in the
here and now of their lives. As we describe in chapter 7, less privileged
youth can be particularly critical of the aspirational models put forth by
schools, because they understand that the odds are stacked against them
as far as translating their accomplishments in school into social capital in
adulthood. For these youth in particular, the aspirational trajectories
offered by more informal economies and flexible forms of creative production in networked publics can be a way out of alienating learning experiences in formal education.
Interest-driven networked publics are often organized by local, niche, and
amateur activities that differ in some fundamental ways from the model of
professional training and standardized curriculum that is put forth in
schools. Just as amateur sports leagues are predicated on a broader base of
participation than professional sports, hobby groups and amateur media
production lower the barriers to active participation in networked publics.
At the same time, kids still can find role models and heroes in these smallerscale networks, but these role models and heroes are much more accessible
than the pros, where the aspirational trajectory is distant and inaccessible.
Success and recognition in these niche and local publics can be tremendously validating, and they mark a pathway toward a more civic and participatory public life. Kids from less privileged backgrounds understand that
the ideology of equal opportunity through public education does not
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Conclusion
operate in the same way for them as for more privileged kids. Even those
kids who are not going to navigate successfully to adult careers by pleasing
their teachers can find alternative pathways toward participation in different kinds of publics that are not defined by structures they see as unfair
and oppressive. We see the implications of our work less in the service of
reshuffling the deck of who succeeds in professional careers in new media,
and more in terms of how educational interventions can support a more
engaged stance toward public participation more generally.
Our work across the different domains of practice that we examined
queries the changing shape of participation in different kinds of publics,
but our focus is on youth-driven publics, not civics as defined by adult
agendas. While the latter is something that requires additional research,
we believe that some of the most promising directions for encouraging
online civic engagement begin from youth-driven bottom-up social energies, an ethic of peer-based reciprocity, and a sense of communal belonging, rather than from a top-down mandate of adult-directed civic activity.
We have some examples of this in our research, including the mobilization
of kids to immigrant-rights protests through MySpace, connecting with
activist groups online, or helping out in school or community institutions
as technical and media experts. For the most part, however, local community institutions and activity groups made little use of digital technologies and kids’ media interests and did not extend beyond the local given
social networks. Few kids we spoke to were interested or involved in traditional politics, even though they might be highly energized by their local
politicking among peers on social network sites or in other online groups
and games. We did not focus our research on uncovering the more exceptional cases that might function as models in this domain (as we did in
the case of creative production), so this is an area that we also believe
deserves more research. The gap between the energies that kids bring to
their peer-based politics and social engagements, and their participation
in more adult-centered civic and political worlds, represents a missed
opportunity.
Kids’ participation in networked publics suggests some new ways of
thinking about the role of public education. Rather than thinking of public
education as a burden that schools must shoulder on their own, what
would it mean to think of public education as a responsibility of a more
distributed network of people and institutions? And rather than assuming
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353
that education is primarily about preparing kids for jobs and careers, what
would it mean to think of education as a process of guiding kids’ participation in public life more generally, a public life that includes social, recreational, and civic engagement? And finally, what would it mean to enlist
help in this endeavor from an engaged and diverse set of publics that are
broader than what we traditionally think of as educational and civic institutions? In addition to publics that are dominated by adult interests, these
publics should include those that are relevant and accessible to kids now,
where they can find role models, recognition, friends, and collaborators
who are coparticipants in the journey of growing up in a digital age. We
end this book with the hope that our research has provoked these
questions.
Appendix I: Project Overview
The Digital Youth Project was led by four principal investigators, Peter
Lyman, Mizuko Ito, Michael Carter, and Barrie Thorne. During the course
of the three-year research grant (2005–2008), seven postdoctoral researchers,1 six doctoral students,2 nine M.A. students,3 one J.D. student,4 one
project assistant,5 seven undergraduate students,6 and four research collaborators7 participated and contributed fieldwork materials for the project.
To gain an interdisciplinary understanding of the intersection of youth,
new media, and learning, principal investigators sought out individuals
with expertise in a wide range of fields including anthropology, communication, political science, psychology, and sociology as well as computer
science, engineering, and media studies. Many of the researchers also
worked in industry and community organizations and built upon this
experience to forge meaningful collaborations across research projects and
disciplines.
Just as the examination of young people, new media, and learning called
for scholars of diverse disciplinary backgrounds and arenas of expertise,
our research agenda also demanded new sites and strategies of investigation. As noted in the introduction, our project was designed to document,
from an ethnographic perspective, the learning and innovation that
accompany young people’s everyday engagements with new media in
informal settings. Specifically, our focus on youth-centered practices of
play, communication, and creative production located learning in contexts
that are meaningful and formative for youth, including friendships and
families as well as young people’s own aspirations, interests, and passions.
In practice, this perspective meant that we maintained a broad commitment to understanding the worlds of our research participants by learning
about and engaging in the significant new media practices in young
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Project Overview
people’s lives. Moreover, we recognized that young people’s engagements
with new media were not necessarily isolated to particular media or locations. For example, social network sites such as MySpace or Facebook are
often most meaningful when understood in relation to teenagers and kids
at school and at home, with their friends and by themselves. Because these
practices move across geographic and media spaces—homes, schools, afterschool programs, networked sites, and interest communities—our ethnography incorporated multiple sites and multiple methods (Appadurai 1996;
Barron 2006; Gupta and Ferguson 1997; Marcus 1995, 1998).
Alongside participation and observation, the hallmarks of ethnography,
we developed questionnaires, surveys, semistructured interviews, diary
studies, observation and content analyses of media sites, profiles, videos,
and other materials to gain insights into the qualitative dimensions of
youth’s engagement in digital media and technologies. Where appropriate
and relevant, we also interviewed teachers, program organizers, parents,
and individuals working in specific media industries. A series of pilot projects conducted by M.A. students at the University of California, Berkeley,
were completed in 2005. The bulk of the fieldwork for this project was
conducted in 2006 and 2007 by postdoctoral researchers and Ph.D. students. Collectively, we conducted 659 semistructured interviews, 28 diary
studies, and focus group interviews with 67 individuals. Interviews were
conducted informally with at least 78 individuals and we participated in
more than 50 research-related events, such as conventions, summer camps,
award ceremonies, or other local events. Complementing our interviewbased strategy, we carried out more than 5,194 observation hours, which
were chronicled in regular field notes, and we have collected 10,468 profiles, transcripts from 15 online discussion group forums, and more than
389 videos as well as numerous materials from classroom and after-school
contexts. The majority of the participants in our research were recruited
through snowball sampling in person, via emails, and through institutions,
as well as through the placement of recruitment scripts on websites and
local community newsletters.
In addition to interviews, we administered paper and online questionnaires to develop a comparative portrait of our participants. The general
questionnaire was completed by 363 respondents.8 Based on the survey
material of a significant subset of our research participants, we know that
Project Overview
357
the population we have examined is distinctive in some important ways.
Our survey population ranged in age from 7 to 25, with a median age of
16; 86 percent of these respondents fell between 12 and 19 years of age.
Our respondents were evenly split in terms of gender identification. In
terms of the ethnic identities designated by our participants, we skew from
national averages in having a larger proportion of Asian participants and
a smaller proportion of whites.9 These proportions were influenced by the
location of many of our research sites, such as online interest groups and
in the large metropolitan centers of California.10 The focus of our work has
been to develop a series of in-depth case studies of youth practice, not in
developing a nationally representative sample. Many of our studies focused
on online interest groups and youth media programs that represented
media-savvy youth at the forefront in innovation of new media literacy
and practice. We also sought to counterbalance this focus by developing
case studies that were centered on mainstream youth and their friendshipdriven practices as well as on lower-income communities with members
who do not all have the same access to technical resources. The survey
material on its own does not permit us to make generalizations for the
overall population we have looked at, but it does enable an understanding
of some of the key variations in the different populations that we have
explored, and how they are situated in relation to other broader quantitative indicators. (See section 1.1 for more on how our study relates to
quantitative studies on youth, media, and technology.)
Notes
1. The seven postdoctoral researchers include Sonja Baumer (University of California,
Berkeley), Matteo Bittanti (University of California, Berkeley), Heather A. Horst
(University of Southern California/University of California, Berkeley), Patricia G.
Lange (University of Southern California), Katynka Z. Martínez (University of
Southern California), C. J. Pascoe (University of California, Berkeley), and Laura
Robinson (University of Southern California).
2. The six doctoral students include danah boyd (University of California, Berkeley),
Becky Herr-Stephenson (University of Southern California), Mahad Ibrahim
(University of California, Berkeley), Dilan Mahendran (University of California,
Berkeley), Dan Perkel (University of California, Berkeley), and Christo Sims
(University of California, Berkeley).
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Project Overview
3. The nine master’s students include Judd Antin (University of California, Berkeley),
Alison Billings (University of California, Berkeley), Megan Finn (University of
California, Berkeley), Arthur Law (University of California, Berkeley), Annie Manion
(University of Southern California), Sarai Mitnick (University of California, Berkeley),
Paul Poling (University of California, Berkeley), David Schlossberg (University of
California, Berkeley), and Sarita Yardi (University of California, Berkeley).
4. Judy Suwatanapongched is a J.D. student at the University of Southern California.
5. Rachel Cody was a project assistant at the University of Southern California.
6. The seven undergraduates are Max Besbris (University of California, Berkeley),
Brendan Callum (University of Southern California), Allison Dusine (University of
California, Berkeley), Sam Jackson (Yale University), Lou-Anthony Limon (University
of California, Berkeley), Renee Saito (University of Southern California), and Tammy
Zhu (University of Southern California).
7. The collaborators include Natalie Boero, an assistant professor of sociology at
San Jose State University; Scott Carter, a Ph.D. candidate at the University of
California, Berkeley, who now works at FXPal; Lisa Tripp, assistant professor of
school media and youth services, College of Information, Florida State University;
and Jennifer Urban, clinical assistant professor of law at the University of Southern
California.
8. These respondents were those we conducted interviews with in our homes- and
neighborhood-focused studies as well as in a number of other projects, including
Patricia G. Lange’s study “Thanks for Watching: A Study of Video-Sharing Practices
on YouTube,” Mizuko Ito’s “Transnational Anime Fandoms and Amateur Cultural
Production,” Becky Herr-Stephenson’s “Mischief Managed,” and danah boyd’s “Teen
Sociality in Networked Publics.” While some parents and other adults participated
in the survey, all statistics reported here are based on survey participants who are
25 years old or younger, of which there were 363 respondents.
9. We presented respondents with 14 ethnicity categories (one being “other”) and
asked them to choose all that apply to them—49.3 percent of our population identified as white and 10.5 percent of our participants self-identified as African-American
or black; 9.6 percent self-identified as Other Spanish-American/Latino and another
5.2 percent self-identified as Mexican/Mexican American/Chicano; 6.3 percent of
our participants declared themselves Chinese/Chinese American; and just over
8 percent of our respondents identified themselves as Asian, a category that in
the United States incorporates East Indian/Pakistani, Filipino/Filipino American,
Japanese/Japanese American, Korean/Korean American, Vietnamese/Vietnamese
American, and Other Asian. Another 5.2 percent identified as Other. Because respondents were able to choose more than one category, the percentages did not add up
to 100 percent. Our participants diverged from the averages calculated by the 2000
Project Overview
359
U.S. census, particularly in terms of the density of the Asian population (which is
quite a bit above the national proportion of 3.6 percent) and white populations
(which is far below the national proportion of approximately 75 percent).
10. In California, whites make up approximately 60 percent of the population and
Asians constitute around 11 percent of the state’s population, according to the 2000
U.S. Census. Latinos, who are not clearly defined in the 2000 U.S. Census, are also
prominent in California.
Appendix II: Project Descriptions
In this appendix, we provide an overview of the research sites included in
the Digital Youth Project. We have organized the sites into four general
categories: homes and neighborhoods, institutional spaces, networked
sites, and interest groups. While the categories are primarily organizational, they do help to emphasize the range of sites of inquiry that we draw
upon for the analysis here—twenty distinctive research projects in total1—
as well as the epistemology that shaped the ways we approached our effort
to understand youth’s engagement with new media from an ethnographic
perspective. As is evident in our descriptions, many projects moved among
different categories of research sites. For example, Lisa Tripp and Becky
Herr-Stephenson’s study of Los Angeles middle schools and Katynka
Martínez’s study of Pico Union families followed students at school and
within their homes and neighborhoods. The points of intersection and
divergence between the kids in the different studies were of great interest,
such as when a researcher in the neighborhood cluster of studies discovered an anime fan, or conversely, when interest-based new media hobbies
were notably absent among kids in a particular study. In this book, we
describe practices that we observed in multiple case studies that emerged
through collaborative analysis, and the specificities of the research sites
and projects have largely been erased. In this appendix, we introduce the
individual projects to provide the reader with some of the context that
readers may feel is missing in previous chapters. Each study comprises an
ethnographic analysis of new media in the lives of a particular population;
taken as a whole, they offer a broader ecological perspective of how new
media practices are distributed among diverse youth in diverse contexts.
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Project Descriptions
Homes and Neighborhoods
We focused on homes and families in urban, suburban, and rural contexts
to understand how new media and technologies shaped the contours of
kids’ home lives and, in turn, how different family structures and economic and social positions may structure young people’s media ecologies
(Bourdieu 1984; Holloway and Valentine 2003; Livingstone 2002;
Silverstone and Hirsch 1992; see also chapter 4 in this book). Working in
the context of multicultural California (among other sites), we have taken
seriously the need to understand the influence of ethnic, racial, gender,
and class distinctions on many young people’s media and technology
practices (Chin 2001; Escobar 1994; Pascoe 2007a; Seiter 2005; Thorne
2008). Indeed, one of the advantages of this large-scale ethnographic
project is the diversity of sites that we have been able to access.
In their study of middle-school students and their families in Los Angeles,
Lisa Tripp, Becky Herr-Stephenson, and Katynka Martínez conducted
participant observation in the classrooms of teachers involved in a
professional-development program for media arts and technology as well
as participant observation in after-school programs (Martínez, Animation
Around the Block; Martínez, High School Computer Club; Martínez, Pico
Union Community Center). In addition to the work in institutionalized
settings, this study also incorporated interviews with kids, their siblings,
and their parents. The interviews were conducted in English and Spanish
and took place, when possible, at students’ homes, which allowed the
researchers to better understand the rich contexts of neighborhood and
family life, such as Martínez’s study “Pico Union Families”. In a similar
vein, but with a very different population, Heather Horst’s study “Silicon
Valley Families” examined the appropriation of new media and technology
in Silicon Valley, California. Recruiting her research participants from
parents’ email lists at schools in the region, she focused her studies on the
role of new media in kids’ communication, learning, knowledge, and play
in families with children between the ages of eight and eighteen to understand the gendered and generational dynamics of the incorporation of new
media at home.
In their study “Living Digital,” C. J. Pascoe and Christo Sims conducted
a multisited ethnographic project in order to analyze how teenagers communicate, negotiate social networks, and craft a unique teen culture using
Project Descriptions
363
new media. In C. J. Pascoe’s case, she introduced herself to students in a
local digital-arts program in an ethnically diverse suburban area of the East
Bay, near San Francisco, where she later interviewed many of the high
school–aged teenagers outside of school. Christo Sims (Rural and Urban
Youth) carried out research in homes in an area near the Sierra Nevada
range of rural California with a population of primarily white working- and
middle-class families. In addition, he conducted work in Brooklyn, New
York, an area that boasts a significant Caribbean, African-American, and
Latino population; he gained access to the community with the help of a
local after-school program. By looking at teens across a variety of geographic locations (rural, urban, and suburban) and socioeconomic statuses,
Pascoe and Sims aimed to understand how new media have been folded
into teens’ friendship and romance practices.
Megan Finn, David Schlossberg, Judd Antin, and Paul Poling’s study
“Freshquest” also focused on the role of media and technologies in the
lives of teenagers through an examination of technology-mediated communication habits of freshman students at the University of California,
Berkeley. Using a survey administered to 3,161 first-year students between
2005 and 2006, their primary goal was to understand how students adopt
and use information and communication technologies and how they talk
about growing up with technology, both in relation to their socioeconomic
status and social networks. Finn and her colleagues also administered 140
surveys and conducted focus-group interviews with first-year students at a
community college in a suburb of the San Francisco Bay Area in 2006. As
noted throughout this book, most of the material described is derived from
the focus groups conducted with undergraduates at the University of
California, Berkeley.
Along with interviews, surveys, and questionnaires, many of the projects
in our homes-and-neighborhoods studies experimented with different
ways of engaging young people, using the media in kids’ everyday lives to
narrate and explain their varying engagements and commitments to new
media. Dan Perkel and Sarita Yardi’s project “Digital Photo-Elicitation with
Kids” used digital-photography diary studies to show the technology practices of kids entering middle school. Moving from an after-school program
in the San Francisco Bay Area to the context of family life, Perkel and Yardi
looked at the kinds of technologies participants used in their homes and
in their summer activities, who they used them with, and what these
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Project Descriptions
activities meant to kids. With the assistance of Scott Carter, a doctoral
student at the University of California, Berkeley, we also developed a diary
study that used digital cameras and cell phone cameras (camphones)
(Carter 2007). Building upon recent use of diary studies to document
everyday media use (cf. Dourish and Bell 2007; Horst and Miller 2005;
Ito, Okabe, and Anderson forthcoming; Okabe and Ito 2006; Van House
et al. 2005), participants used mobile phones and digital cameras to
chronicle their use of new media. Combined with other interviews,
observations, and participation in many arenas of young people’s neighborhood and home lives, this methodology enabled researchers to develop
a deeper understanding of the media ecologies that young people create
and inhabit.
Learning Institutions: Media-Literacy Programs and After-School Programs
Over the past two decades, researchers interested in “informal learning”
have increasingly turned their attention to institutions such as libraries,
after-school programs, and museums as sites that structure learning experiences that differ from those in school (see Barron 2006; Bekerman, Burbules,
and Silberman-Keller 2006). As institutions temporally and spatially situated between the dominant institutions in kids’ lives—school and family—
after-school programs and spaces offered potential for observing instances
of informal learning, particularly given the increasing importance of afterschool and enrichment programs in American public education.
In light of the possibilities of these spaces, a number of our projects
focused on after-school programs in an effort to understand how they fit
into the lives of young people. For example, Judd Antin, Dan Perkel, and
Christo Sims investigated media-production classes at a San Francisco
technology center. Assuming roles as volunteer program helpers for their
project “The Social Dynamics of Media Production,” Antin, Perkel, and
Sims looked at how the students from low-income neighborhoods negotiate and appropriate the structured and unstructured aspects of the program
to learn new technical skills, socialize with new groups of friends, and take
advantage of the unique access to both technical and social resources that
often are lacking in their homes and schools. In this case, researchers participated regularly in the program. In some instances, researchers conducted interviews with the participants in their homes or outside the
Project Descriptions
365
program in an effort to understand how the program—and, more broadly,
new media—shaped their lives.
Although we primarily focused on learning spaces outside formal school
contexts, we also carried out two research projects in structured learning
contexts. Moving beyond binary questions of access, such as digital divides
(Compaine 2001; Servon 2002), Lisa Tripp and Becky Herr-Stephenson’s
study “Los Angeles Middle Schools” examined the complex relationships
between the multimedia-production projects that were undertaken in middle-school classrooms and the students’ out-of-school experiences with
multimedia. Contextualizing these in-class observations with interviews in
homes and schools throughout urban Los Angeles, Tripp and HerrStephenson aimed to understand the gaps and overlaps of media use
within the contexts of homes and schools. Similarly, Laura Robinson’s
study “Wikipedia and Information Evaluation” examined the role material
resources played in everyday information-seeking contexts among economically disadvantaged youth at a high school in an agricultural region
of central California. Project researchers primarily focused on the school
sites in an effort to think about how digital and online media may facilitate
productive learning environments. In addition, our work in schools and
after-school programs was motivated by a desire to get to know young
people across the multiple contexts of their lives. In all of our institutional
projects, researchers carried out observations in the programs and provided
formal and informal feedback to the organizations that provided them
with access and support.
Networked Sites
Rather than restricting our focus to bounded spaces or locales (Appadurai
1996; Basch, Schiller, and Szanton-Blanc 1994; Gupta and Ferguson 1997),
as researchers we wanted to acknowledge the “world of infinite interconnections and overlapping contexts” (Amit-Talai 2000, 6) that young people
inhabit through new media. Often working in tandem with other forms
of media and communication, new media provide communication venues
that individuals incorporate into their lives to form, maintain, and
strengthen social ties and relationships (Boase 2007; di Gennaro and
Dutton 2007; Hampton 2007; Hampton and Wellman 2003; Miller and
Slater 2000; Panagakos and Horst 2006; Wellman et al. 2003; Wilding
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Project Descriptions
2006). Recent scholarship of online communities illustrates that significant
relationships and community can be formed, even in the absence of physical copresence (Baym 2000; Constable 2003; Hine 2000; Kendall 2002;
Rheingold 2000; Smith and Kollock 1999; Varnelis 2008; Wilson and
Peterson 2002). Indeed, the Digital Future Project reveals that the percentage of individuals who report membership in an online community has
more than doubled in the past three years (USC Center for the Digital
Future 2008), indicating the growing importance of new media in facilitating social groupings and community in the United States. For this reason,
a significant part of our research focused on a number of the most prominent online websites with the aim of understanding the inner workings
of online groups and emerging practices surrounding community
formation.
Exploring a series of sites that dominated young people’s media ecologies
between 2005 and 2007, we concentrated our efforts on understanding
practices as they spanned online and offline settings, without privileging
one context as more or less authentic, or more or less virtual (Kendall
2002). We were not interested in establishing a boundary between online
participation as distinct from offline; rather, we saw specific online sites as
an entry point into a varied set of hybrid practices that flowed through
these sites. For example, in the discussion of social network sites that
became popular in 2005 (such as Bebo, Facebook, and MySpace), we argue
that the online contexts are largely a mirror and extension of sociability
in teens’ local school-based relations. In her study “Teen Sociality in
Networked Publics,” danah boyd examined the ways in which teens use
sites such as MySpace and Facebook to negotiate identity, socialize with
friends, and make sense of the world around them. Her project addresses
teens’ friendship-driven practices and contextualizes their use of networked
publics in their lives more broadly. Dan Perkel’s study “MySpace Profile
Production” investigated how young people create MySpace pages. Whereas
boyd examined the sociality of MySpace, Perkel concentrated on the sociotechnical practices and infrastructure of profile making, including getting
started with the help of friends, finding visual and audio material online,
and copying and pasting snippets of code. The project revealed how a
MySpace profile is produced through the socially and technically distributed activity of many people and is intimately tied to the specific, local
communities that the profile owner inhabits.
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367
Two of our researchers examined the phenomenon of YouTube, the
video-sharing site that became popular in 2006. Patricia G. Lange analyzed
how children and youth interactively negotiate aspects of the self by creating, sharing, and watching videos on the site. In her study “YouTube and
Video Bloggers,” Lange examines how and what participants learn by
making videos and providing feedback. She argues that through social
interaction and self-comparison to other video makers, YouTubers learn
how to represent themselves and their work in order to become accepted
members of groups who share similar media-based affinities. In addition
to conducting interviews and analyzing videos, Lange became a video
blogger and received feedback on her videos posted (and featured) on
YouTube and on her own research website. Sonja Baumer focused on identity practices of American youth on YouTube in her study “Self-Production
through YouTube.” Baumer’s study emphasizes self-production as an agentive act that expresses the fluidity of identity achieved through forms of
semiotic action and through practices such as self-presentation, differentiation and integration, self-evaluation, and cultural commentary.
Just as social network sites and YouTube emerged as central to a wide
range of young people’s participation in online sites during the course of
our research, gaming sites also piqued the interests of kids and teens.
Heather Horst and Laura Robinson’s study “Neopets” explored cultural
products and knowledge creation surrounding a popular children’s website.
Looking at practices varying from authoring relatively simple web pages,
participating in online auctions, writing stories, and creating galleries to
showcase collections of specialized items, the study used questionnaires
and interviews to examine how participants develop notions of reputation,
expertise, and other forms of identification. Rachel Cody examined a
very different kind of online game in her study of the massively multiplayer online role-playing game Final Fantasy XI. By becoming a member
of a linkshell, the communities through which players organize their
game playing, Cody’s research examined how the social activity extended
beyond the game into websites, message boards, and instant-messenger
programs. This contact strengthened the relationships formed within the
game and encouraged a level of collaboration that is impossible within
the game, allowing players to create strategies through videos, screen
shots, and community experiences. Throughout all of the online-based
research, a commitment to participation and engagement through these
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Project Descriptions
sites remained central to developing an understanding of these sites
and practices.
Interest-Based Groups
Although social scientists have studied youth subcultures for some time,
the relationship between media and youth culture emerged most cogently
in the British cultural studies movement in the 1970s and 1980s.2 Ranging
from music, fashion, hairstyles, language, lifestyle, and other forms of
popular culture, research emphasized youth cultural forms and agency
(Hall and Jefferson 1975). Looking at differences in practices across age,
class, ethnicity, race, gender, and other measures of difference and power
(Hebdige 1979; Jenkins 1983; McRobbie 1980; Willis 1977), cultural studies
scholars examined youth, popular culture, media, and the creation of
alternative publics, with particular attention to the ways in which the
meaning, or texts, resisted and subverted normative practices and structures in society (Amit-Talai and Wulff 1995; Bucholz 2002; Maira and Soep
2004; Snow 1987). For example, rebellion and the development of an
alternative lifestyle was pervasive in the do-it-yourself (DIY) ethos of punk
culture, one of the first groups to market and circulate its own music
outside mainstream society and, in turn, to challenge traditional sites of
production, consumption, and copyright (Hebdige 1979). This DIY ethic
continues in the remix culture of the early hip-hop and DJ movements
(Gilroy 1987; Hebdige 1987; Sharma 1999). This attention to the relationship between media and popular culture and the changing relationships
among production, consumption, and participation continues in much of
the work on youth and the ethnography of media (e.g., Askew and Wilk
2002; Ginsburg, Abu-Lughod, and Larkin 2002).
Recognizing the tremendous transformations in the empirical and theoretical work on youth subcultures, new media, and popular culture through
the past decades, researchers across our project focused on the modes of
expression, circulation, and mobilization of youth subcultural forms in and
through new media. For example, Dilan Mahendran’s project “Hip-Hop
Music Production,” explored the practices of amateur music-making
against the background of hip-hop culture in the San Francisco Bay Area’s
after-school settings. Mahendran’s research illuminated the centrality of
music-listening and -making by both enthusiasts and youth in general as
Project Descriptions
369
world-disclosing practices that challenge the assumption that youth are
simply passive consumers. The commodification of digital media technologies focused on the low-cost private or personal-computing model has
enabled DIY music makers to create, produce, and distribute both highly
collaborative and individual works of art. Following the DIY theme inherent in many subcultural artistic communities, Mizuko Ito’s “Anime Fans”
examined a highly distributed network of overseas fans of Japanese animation. She focused on how the fandom organized and communicated online
and how it engaged in creative production through the transformative
reuse of commercial media. Becky Herr-Stephenson’s study “Harry Potter
Fandom” investigated multimedia production undertaken by young Harry
Potter fans and the role technology plays in facilitating production and
distribution of fan works. Herr-Stephenson’s research situates young fans’
media production at the intersection of interest-driven and friendshipdriven participation, calling attention to the unique characteristics of this
large, vibrant, and prolific fandom.
Where much of the early work on subcultures and media focused on
creative and artistic modes of expression, we are only just beginning to
understand the scope and scale of other subcultural practices. C. J. Pascoe
and Natalie Boero’s study “Pro–Eating Disorder Discussion Groups” examined the construction of online eating-disorder communities by analyzing
pro-anorexia (“ana”) and pro-bulimia (“mia”) discussion groups. Based on
participants’ characterizations of anorexia as a lifestyle choice rather than
a disease, the project attempts to move beyond dominant clinical narratives of eating disorders, instead highlighting participants’ ambivalence
regarding gender, body size, and offline relationality. Pascoe and Boero
reveal how the ana and mia lifestyles are produced and reproduced in these
online spaces. Moreover, their study demonstrates the ways new media
bring to the fore other practices that previously existed but remained
underground or outside the purview of mainstream society.
Like the anorexic and bulimic communities that have found new modes
of expression in online venues, gaming cultures and communities have
become more public in the new media ecology. Focusing on a local gathering place for gamers in the San Francisco Bay Area, Arthur Law’s study
“Team Play” explored the social context in which teenagers are made
use of video games at a cyber café. The study highlighted two styles of
game play at the café: solo teenagers playing a real-time strategy game by
370
Project Descriptions
themselves and groups of teenagers playing first-person shooters together.
Despite their differences, each style is highly social and demonstrates that
online video games can be seen as a venue for maintaining friendships
across vast distances or providing additional social activities on top of
traditional ones such as basketball or football. Looking at the emergence
of networked gaming, Matteo Bittanti’s study “Game Play” examines the
complex relationship between teenagers and video games. Bittanti focused
on the ways in which gamers create and experiment with different identities; learn through informal processes; form peer groups; develop a variety
of cognitive, social, and emotional skills; and produce significant textual
artifacts (e.g., information, comments, reviews, music videos, and game
videos) through digital play. Electronic gaming has become a focus for
young people’s social interaction, interest-driven learning, and creative
production.
Notes
1. Three pilot projects that we do not discuss at length in this report book were
formative in structuring our research methodologies and attention to informal
learning. The first, Dan Perkel and Sarita Yardi’s project “Searching for Count
Whistleboy: Explorations in Collaborative Storytelling through Design Research”
used a design research approach to explore the possibilities of collaborative storytelling among fifth graders. Through design activities, games, group discussion, and
interviews, Perkel and Yardi examined the topics of collaboration, appropriation,
and social dynamics around the kids’ creative productions. The second project,
Sarita Yardi and Sarai Mitnick’s study “Media Literacy Education: Understanding
Technology and Online Media in the Lives of Middle-School Girls,” investigated the
role of technology and online media in the lives of girls in an after-school technology program for middle-school girls in Oakland, California. The third project, Alison
Billings’s “Wondering, Wandering, and Wireless: An Ethnography of the Explainers
and Their Brief Affair with a Mobile Technology,” examined the ways in which
technology could be incorporated more effectively for technology literacy. Billings
explored how “Explainers,” or young people who are front-line educators to the
visitors at a science and technology museum in the San Francisco Bay Area, used a
new mobile device in an effort to improve the quality of their work by providing
them access to on-the-fly resources.
2. Mintz (2004) argues that youth subcultures did not emerge until in the 1950s.
Appendix III: Project Index
Study’s Short Title
Study’s Full Title
Study’s Authors
Animation Around
the Block
Animation Around the Block:
After-School Game Design
Katynka Z.
Martínez
Anime Fans
Transnational Anime Fandoms
and Amateur Cultural Production
Mizuko Ito
Collaborative
Storytelling
Searching for Count Whistleboy:
Explorations in Collaborative
Storytelling through Design
Research
Dan Perkel and
Sarita Yardi
Digital PhotoElicitation with Kids
Discovering the Social Context of
Kids’ Technology Use
Dan Perkel and
Sarita Yardi
Final Fantasy XI
Life in the Linkshell: The
Everyday Activity of a Final
Fantasy Community
Rachel Cody
Freshquest
Freshquest
Megan Finn,
David Schlossberg,
Judd Antin, and
Paul Poling
Game Play
Game Play
Matteo Bittanti
Harry Potter Fandom
Mischief Managed: Multimedia
Production in the Harry Potter
Fandom
Becky HerrStephenson
High School
Computer Club
The Student-Led Startup: One
High School’s Computer Club
Katynka Z.
Martínez
Hip-Hop Music
Production
Hip-Hop Music and Meaning in
the Digital Age
Dilan Mahendran
Living Digital
Living Digital: Teens’ Social
Worlds and New Media
C. J. Pascoe and
Christo Sims
Los Angeles Middle
Schools
Teaching and Learning with
Multimedia
Lisa Tripp and
Becky
Herr-Stephenson
372
Project Index
Study’s Short Title
Study’s Full Title
Study’s Authors
Media Literacy
Education
Media Literacy Education:
Understanding Technology and
Online Media in the Lives of
Middle-School Girls
Sarita Yardi
and
Sarai Mitnick
MySpace Profile
Production
The Practices of MySpace Profile
Production
Dan Perkel
Neopets
Virtual Playgrounds: An
Ethnography of Neopets
Heather A. Horst
and
Laura Robinson
Pico Union
Community Center
New Media in an Old
Community Center
Katynka Z.
Martínez
Pico Union Families
Bedroom Culture and the Studio
Apartment: Media, Parents, and
Children in Urban Los Angeles
Katynka Z.
Martínez
Pro–Eating Disorder
Discussion Groups
No Wannarexics Allowed
C. J. Pascoe and
Natalie Boero
Rural and Urban
Youth
Rural and Urban Youth (Part of
the Living Digital: Teens’ Social
Worlds and New Media Project)
Christo Sims
Self-Production
through YouTube
Broadcast Yourself: SelfProduction through Online
Video-Sharing on YouTube
Sonja Baumer
Silicon Valley
Families
Coming of Age in Silicon Valley
Heather A. Horst
Team Play
Team Play: Kids in the Café
Arthur Law
Teen Sociality in
Networked Publics
Teen Sociality in Networked
Publics
danah boyd
The Social
Dynamics of Media
Production
The Social Dynamics of Media
Production in an After-School
Setting
Judd Antin,
Dan Perkel, and
Christo Sims
Wikipedia and
Information
Evaluation
Information the Wiki Way
Laura Robinson
Wondering,
Wandering, and
Wireless
Wondering, Wandering, and
Wireless: An Ethnography of the
Explainers and Their Brief Affair
with a Mobile Technology
Alison Billings
YouTube and Video
Bloggers
Thanks for Watching: A Study of
Video-Sharing Practices on
YouTube
Patricia G. Lange
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Index
Access
after-school programs and, 258
barriers to, 346–347
computer, 319
conditions of, 192
cost of, 71, 150, 179–181, 214, 233
creative production and, 287
demographics of, 32–35
economic networks and, 324
gaming and, 198, 221–222, 230, 240
geeking out and, 73–75
Internet, 30
lack of, 182–183
media, 32, 79, 113, 150
messing around and, 62–65
restrictions on, 8, 47, 71, 94, 95, 113,
190
schools and, 47
work-arounds and, 48, 61–62
Addictions, 79, 92, 152, 190–191
Adolescence, 118, 119, 297
Adults
as co-conspirators, 174–175
as collaborators, 263–268, 349–351
as coparticipants, 7, 207
participation of, 340–341, 344
as peers, 274
tension between youth and, 2, 14,
23–24, 25, 82, 113, 114, 146, 156,
182, 185–190, 249
Advertising, 284, 287, 309, 311, 312
“Affinity groups,” 35
After-school centers/programs, 62,
63–65, 254, 256–259, 263, 280, 288,
291, 301, 305–307, 349–350
Age
creative production and, 245
dynamics, 158
gaming and, 196, 197–198, 199
gradation, 8
media use and, 33
Agency, 6, 9, 14, 57, 220, 247, 301,
320, 333
Agendas
educational, 2, 348
equity, 298, 302, 305
learning, 350
literacy, 24
public access, 345–347
youth, 13
“Always-on” communication, 20, 84,
85, 113, 128, 129
Analysis, organization of, 339
Anime, 66, 67–69, 70, 71, 197, 211,
244, 253, 262, 268, 269, 275–276,
282–283, 285, 292n, 295, 296,
310–311, 324, 325–326, 358n
conventions, 68, 69, 276, 283, 284,
285, 310, 311–314, 316, 326
music videos (AMVs), 68, 74, 253,
262, 269, 275–276, 278–279,
282–283, 285, 292n
400
Antin, Judd, 46, 62, 63, 81, 118, 162,
197, 202, 256, 296, 305, 358n, 363,
364, 371, 372
Anxiety
adult, 24, 45, 121, 150, 152, 186, 191,
199
social, 8, 24, 25
teen, 101, 104, 141
Appadurai, Arjun, 13, 19, 356, 365
Apprenticeship, 306, 307, 334, 335
Aspiration, 150, 153, 264–266, 268,
284–290, 291, 295, 299, 302, 323,
324, 350, 351–352
Attitudes
adult/parental, 35, 82, 150–154, 190
cheats and, 222
feedback and, 278–279
Audiences, 144, 244, 245, 251,
280–284, 285, 286–287, 291
invisible, 19
niche, 289–290, 291
Authority, 2, 9, 14, 82, 113
Autonomy, 1, 5, 38, 57, 61, 63, 66, 82,
117, 119, 127, 152, 153, 163, 164,
190, 191, 249, 296, 335, 340, 342, 350
Availability, 128–130
Bandwidth, 182–183
Baumer, Sonja, 46, 244, 252, 357n,
367, 372
Bedrooms, 155–163, 191
Beliefs, 150, 151, 178, 183–184,
190–191, 196, 209, 302–305
Benkler, Yochai, 19, 284, 300, 325
Bittanti, Matteo, 66, 172, 175, 197,
203, 207, 209, 214, 222, 223, 230,
231, 232, 235, 257n, 370, 371
BitTorrent, 68, 69, 72, 74, 76
Blogs, 244, 274
Boero, Natalie, 349, 358n, 369, 372
Boundaries, 147, 151, 175–176
blurring, 287
creative production and, 290
Index
gaming and, 239
setting, 95, 97, 139–141, 151, 192
sharing and, 280–281
work, 118, 227–235
work/play, 310
boyd, danah, 19, 41, 80, 81, 94, 97,
113, 114n, 115n, 118, 124, 139, 141,
151, 156, 157, 163, 176, 177, 182,
183, 185, 186, 189, 190, 197, 203,
229, 232, 260, 261, 281, 357n, 358n,
366, 372
Breaking up, 106–107, 123, 132–138,
146
Buckingham, David, 2, 3, 8, 9, 10, 25,
28, 80, 150, 199, 246, 247, 248, 249
“Buddy lists,” 94
Bullying/“cyberbullying,” 27, 84, 105,
107–109, 112
Capital
cultural, 305, 334
gaming, 214, 220, 222
social, 334
subcultural, 234
Capitalism, 204, 319–323, 331–333
Careers, 288, 290, 295, 297, 298,
311–314, 315–316, 322, 334–335
Career training, 301–302
Carter, Michael, 355
Case studies (short titles), 2, 5–6
Animation around the Block, 296,
319, 362, 371
Anime Fans, 66, 68, 70, 74, 174, 176,
195, 197, 211, 239, 244, 253, 262,
275, 279, 281, 282, 284, 285, 295,
296, 310, 311, 316, 319, 324, 325,
369, 371
Collaborative Storytelling, 370n, 371
Digital Photo-Elicitation with Kids,
151, 163, 165, 208, 363, 371
Final Fantasy XI, 69, 197, 203, 208,
216–218, 219, 237, 296, 326–329,
336n, 367, 371
Index
Freshquest, 60, 81, 91, 118, 125–126,
131, 138, 162, 171, 174, 363, 371
Game Play, 66, 172, 175, 197, 203,
209, 210–211, 214, 222, 223, 230,
231, 232, 235, 370, 371
High School Computer Club, 64, 213,
233, 296, 314, 320–323, 362, 371
Hip-Hop Music Production, 194, 244,
269, 279, 281, 283, 291, 296, 305,
310, 349, 368, 371
Living Digital, 39, 46, 48, 81, 96, 99,
105, 106, 118, 151, 175, 177, 180,
181, 182, 186, 276, 362, 371, 372
Los Angeles Middle Schools, 42, 47,
167, 174, 183, 221, 296, 361, 365, 371
Media Literacy Education, 370n, 372
MySpace Profile Production, 48, 54,
72–73, 81, 89, 179, 207, 224, 244,
254–255, 256, 260, 366, 372
Neopets, 197, 204–206, 223, 296,
329–330, 331–333, 367, 372
Pico Union Community Center, 255,
362, 372
Pico Union Families, 74, 81, 151, 167,
194n, 361, 362, 372
Pro-Eating Disorder Discussion
Groups, 369, 372
Rural and Urban Youth, 39, 41, 49,
50, 56, 72, 76, 81, 90, 97, 98, 102,
111, 118, 123, 126, 129, 130, 131,
132, 137, 138, 140, 141, 143, 151,
155, 174, 179, 180, 193n, 212, 236,
296, 363, 372
Self-Production through YouTube, 46,
244, 252, 367, 372
Silicon Valley Families, 29, 42, 67, 81,
149, 155, 165, 173, 176, 182, 185,
186, 189, 197, 203, 212, 231, 252,
295, 307, 362, 372
Social Dynamics of Media Production,
the, 46, 62, 63, 197, 202, 203, 207,
229, 254, 256, 280, 288, 296, 305,
364, 372
401
Team Play, 197, 215–216, 369, 372
Teen Sociality in Networked Publics,
41, 81, 118, 124, 139, 141, 151, 156,
157, 163, 176, 177, 182, 183, 185,
186, 189, 190, 197, 203, 229, 232,
260, 261, 281, 358n, 366, 372
Wikipedia and Information
Evaluation, 55, 365, 372
Wondering, Wandering, and Wireless,
370n, 372
YouTube and Video Bloggers, 56, 151,
166, 172, 197, 223, 233, 244, 273,
279, 289, 296, 309, 315, 330, 367,
372
Cheats/cheating, 55, 71, 220–222, 227,
241n, 341
Childhood
culture of, 6–7
sociology of, 6–7
studies, 13–14
Civic engagement, 160–162, 325, 330,
352–353
Class, 190–191
access and, 348
aspiration and, 351–352
dynamics, 152–154
enterprises and, 319–320
gaming and, 199–200
media use and, 33, 34
mobile phones and, 176–177, 179–181
new media practice and, 5
nonmarket work and, 323–324
online spaces and, 182–184, 185–186
training and, 301–304, 307
work and, 298, 299, 333–334
“Co-conspirators,” 349–350
Cody, Rachel, 69, 70, 197, 203, 208,
219, 237, 238, 296, 329, 358n, 367,
371
Collaboration, 263–274, 285–287
creative, 225–226, 245, 250
gaming and, 214, 216–218, 226
youth-adult, 349, 350–351
402
Collective action, 14, 219–220,
326–329
College, 92–93, 185–186, 312, 331
family dynamics and, 162
gaming and, 211, 213, 235
messing around and, 63
Comments/commentary, 243, 263,
266, 267, 275, 278, 279, 286, 291
Commercialism, 204
Commercialization, 31
Commitment
gaming and, 230, 233, 235–239
geeking out and, 65–66
jobs/careers and, 330
nonmarket work and, 299
Communication
“always-on,” 20, 84, 85, 113, 128, 129
back-channel, 48–49
casual, 124–125
indirect, 136–138, 146–147
intergenerational, 192
patterns, 11
personal, 244
private, 80, 120, 138–139, 181–182
Communities
building of, 97
creative, 245, 285, 289, 291
gaming, 214–220, 221
norms, 100, 104, 113, 114
peer, 79
“personal,” 83
specialized knowledge, 268–274
writing, 51–53
Communities of expertise, 74
Communities of interest, 288, 289
Communities of practice, 14, 35–36,
66
Competencies, 25–26
Competition, 275, 278, 283
gaming and, 206, 209, 214–220
Computer clubs, 64, 320–323
“Conceptual blending,” 219
Conceptual frameworks, 13–26
Index
“Concerted cultivation,” 153, 299, 301,
323–324, 335
Connectedness, 85
Connection speed, 182–183
Consoles, portable, 202–203
Construct, conceptual, 77
“Consumer citizenship,” 9, 19
Consumerism, 205
Consumption, 15, 88, 93, 269, 286
gaming and, 221, 224
media, 11, 153, 246
Content
player-generated, 221
user-generated, 301
“Content creation,” 244
Context
engagement and, 5
gaming and, 198–201, 213, 220, 228,
239–240
learning and, 12–13, 77–78
media use and, 31, 37
nonmarket work and, 323
participation and, 77–78
social and cultural, 13, 15, 30
“Continuous contact,” 120–121,
128–130, 138, 139, 146
Control
intimate relationships and, 139–141
parental, 151–154, 163–164, 172, 174,
175, 178, 179, 181, 185, 190, 192,
193n
struggle for, 14
“Controlled casualness,” 122, 124,
143–144, 146
Conventions
anime, 68, 69, 276, 283, 284, 285,
310, 311–314, 316, 326
engagement, 15
genre, 280, 344
Harry Potter, 285–287
writing, 11
Convergence, 5, 19, 108, 274
Coolness, 83, 84, 96, 111, 112
Index
Coordination, 286, 326–329
creative production and, 273, 274
hanging out and, 39–40
Copresence, 18, 38–39, 46, 50, 147
limits on, 38
“Copy and paste literacy,” 256
Corsaro, William, 6, 7, 8, 83, 93
Courtship, 118–138
Creative production, 243–293
amateur, 246, 280, 290–292
elite, 269
everyday, 244, 250, 251–261, 290
gaming and, 223–227
getting started in, 261–268
improvement of, 274–280
nonmarket labor and, 330
personal, 245, 246, 251, 252–253, 290
Creativity, 245–248
Credibility, 66–71
Critiques, 278–279
“Crowdsourcing,” 300, 336n
Crushes, 122, 124, 139
Cultural capital, 301–302, 305
Cultural change, 30
Cultural context
creativity and, 249, 250
gaming and, 220, 228, 239–240
Cultural debates, gaming and, 227
Cultural production, gaming and,
220–227
Culture
bedroom, 158
children’s, 6–7
gaming, 220, 222, 227
mainstream, 232–233, 235
popular, 248
production of, 19
public, 92
struggles over, 25
youth, 5, 82–85
Customization
game content, 222–223, 227, 240
profile, 251, 256–259
403
Dating, 117, 118–122, 128–138
Debate, public, 2, 25
Demographic, youth as, 23
Demographics, 12
gaming, 195–196, 200, 233
genres of participation, 34–35
media use, 32–35
survey participant, 356–357,
358–359n
youth, 8
Derivative works, 71, 248, 256, 326
deviantART, 20, 244, 255, 275, 309,
312
“Digital divide,” 2, 18, 77, 345–346.
See also Access
Digital footprints, 140–141
Digital generation, 1
Digital personhood, 185
Distribution, 262, 287, 290, 291, 300,
309–314, 333
Do-it-yourself (DIY) ethic, 320–323, 368
Drama, social, 100, 103, 104–112, 135,
136, 144
Eckert, Penny, 6, 8, 26, 37, 79, 83, 109
Ecology
gaming, 199, 200, 239–240
media, 7, 10, 14, 23, 29–78, 151–154,
173, 185, 192, 197, 244, 247, 274,
292, 305, 335
as metaphor, 31
social and cultural, 1, 4, 18
Economies
digital, 300, 306
peer–based, 334–335, 336
virtual, 299, 300, 329–330, 331–333,
334
Education, 2, 12, 23
after-school, 305–307
aspirations and, 302
beliefs about, 150, 151, 183–184,
190–191, 302–305
cultural capital and, 305
404
Education (cont.)
ecology of, 12
future challenges, 340–341
gaming and, 196
media, 246–247
public, 352–353
remedial, 298, 305, 307
vocational, 302, 305–307, 334
as work of childhood, 297–298
Education and technology
beliefs about, 150, 151, 183–184,
302–305
media education and, 248–250
new literacy studies and, 249
Edutainment, 164, 175, 196
Empowerment, 63, 247, 300, 305
Engagement
changes/shifts in, 2, 20–21, 114
civic, 352–353
conditions of, 307
conventions for, 15
creative production and, 44, 250,
261
gaming and, 220, 227, 228, 232,
235–239
imagination and, 246
intensive, 65–71
learning and, 12
media, 3–4, 9, 10, 11, 12–13, 15, 18,
247, 249
patterns of, 77
practices, 5
profile creation and, 256
technology and, 296
training and, 304–305
work and, 295, 323
Enterprises, 309, 319–323
Entrepreneurism, 296, 299, 307–323,
333
Equity agendas, 298, 302, 305
Ethic
civic participation, 325
do-it-yourself (DIY), 320–323, 368
Index
professional, 305
“self-taught,” 57, 250, 262–263
sharing, 300
Ethnicity, media use and, 33, 34
Ethnography, 3, 4–6, 7, 10, 13, 15, 17,
21, 24, 26, 36, 78n, 152, 200, 201,
300, 339, 355, 356, 361, 362–363,
368
Evaluation, production, 274–280
Experimentation, 57–62, 261–262
digital tools and, 57–58
gaming and, 58
work and, 334
work-arounds and, 61–62
Expertise, 14
communities of, 74
gaming and, 200, 210, 212–213, 220,
224–227, 228, 231, 234, 235, 240
marketing of, 320
peer, 274
technical, 199, 200
work and, 299, 308–309
Experts, children as, 167–170
Exploitation, 300, 325
Exploring, 54–57, 76, 208
Facebook, 10, 79–115
creative production and, 251
intimacy and, 123
popularity of, 80, 81
Failure, low-stakes, 58
Fame, 245, 275–276, 289
Families, 149–194
gaming and, 206–207
hierarchies in, 157–158
influence of, 192
transnational, 170–171, 193n
values of, 151, 153–154
Family dynamics
college and, 162
extended family and, 163–164
fathers and, 165, 168–169, 173–175
gender and, 165, 169, 171, 173–175
Index
grandparents and, 163–164
mothers and, 171, 173–175, 263–267
parent-child, 149, 157, 165–171
siblings and, 157–158, 162–163,
178–179
Fandoms, 66, 269, 284, 285–287
anime, 269–273
work and, 310
Fans, 243, 312
art and, 71
conventions and, 326
Friend lists and, 96–97
practices of, 15
sites of, 220
Fansubbing, 26, 28, 67–68, 70, 71, 72,
74, 269–273, 276, 278, 283, 295,
325–326, 330
Fear-based narratives, 144
Feedback, 243, 249, 251, 266–267,
274–280, 286
mechanisms for, 274, 275, 276, 280
norms for, 277
peer-based learning and, 22
File sharing, 301
Finn, Megan, 58, 81, 91, 118, 125, 126,
131, 138, 162, 171, 174, 358n, 363,
371
Flash software, 63, 258, 262
Flirting, 120, 122–128, 143–144
“Fortuitous searching,” 54–57, 76
Frameworks
conceptual, 13–26
descriptive, 31, 75
participation, 35–36
“Free culture,” 300, 325, 330, 331
Free labor, 325–333
Freelancing, 309, 333
Free speech, 279
Frequency of media use, 32
Friends
making of, 88–91
mutual, intimacy and, 122, 123,
125–126, 128, 146
405
“Friends/Friending,” 94–104, 149
choosing, 94–100
lists, 122
ranking, 100–104, 131–132, 136
as term, 16
Friendship, 79–115
audience and, 284
creative production and, 290
maintenance of, 79, 88, 113
networks, 312
performing of, 93–100
“Friendship-driven” learning, 22
“Friendship-driven” practices
creative production and, 244, 250,
251, 253, 261
defined, 15–17
friendship and, 27
gaming and, 206–209
intimacy and, 27, 118
social network sites and, 80
“Full-time intimate communities,” 84,
113, 120–121
Game Boy, 158, 164, 316–317
GameCube, 29–30, 164, 212
Gamer parents, 207
Games
Command and Conquer, 223
consoles/platforms (see Game Boy;
GameCube; Nintendo; PlayStation;
Wii; Xbox)
Counter-Strike, 213, 215–216, 228,
230–231
Dance Dance Revolution (DDR), 229
Doom, 210–211
Dungeons & Dragons, 214, 233
Final Fantasy XI, 69, 197, 203, 208,
216–218, 219, 237, 296, 326–329,
336n, 367, 371
first-person shooters (FPS), 163, 175,
196, 201, 210–211, 225, 230–231,
232–234, 322
Flash, 202, 204
406
Games (cont.)
Grand Theft Auto, 175
Guitar Hero, 207
Halo, 196, 211–212, 213, 225, 229
Mario Kart, 229
massively multiplayer online, 69,
207–208, 216–218, 233–234, 237,
329, 336n (see also Final Fantasy XI;
World of Warcraft)
Millsberry, 29, 30, 223
Miniclip, 202, 207
MUDs, 223, 242n
MUSHs, 223, 242n
Neopets, 197, 204–206, 222–223, 241n,
296, 329–330, 331–333, 367, 372
networked, 214–220
Pokémon, 10, 41, 204, 222, 329
puzzle, 201, 202, 203, 207
Rock Band, 207
RuneScape, 42, 208
The Sims, 223, 225, 236, 237, 321
StarCraft, 223
Tamagotchi, 204
Total Battlefield, 224
World of Warcraft (WoW), 163,
166–167, 172, 174, 215, 219–220,
233–234, 314–315, 321, 322
Yu-Gi-Oh!, 227, 329
Gaming, 66, 150, 195–242, 326
access to, 235
achievement in, 213
“addiction to,” 236–237, 239, 240
age and, 196, 197–198, 199, 206,
227–228, 235
antisocial behavior and, 196, 204,
209, 241n
augmented, 198, 202, 220–227, 228,
326
beliefs about, 209
capital of, 220, 222
careers in, 315–316, 322
class and, 240, 241n
commitment to, 214, 220
communities of, 197
Index
consoles for, 195–196, 202–203, 206,
207, 241n
context for, 198–201
demographics of, 195–196, 200,
206–207, 210
ecology of, 199, 200, 239–240
economy of, 222
elite culture of, 235
engagement in, 210–211, 214
expertise and, 240
families and, 165–167, 175–176,
206–207
geeking out and, 202, 231, 234–235,
236
gender and, 196, 199, 200, 206, 210,
213, 227–235
genres of participation and, 201–202
genres of practice in, 201–227
hanging out and, 42, 198, 201,
206–209, 228, 229, 230, 234, 235,
238, 240
“hard-core,” 196, 233–234, 239
identity and, 213, 214–215
killing time and, 198, 201, 202–206,
228, 232, 235, 238, 240
knowledge sharing and, 213
leadership in, 214, 216, 219
learning and, 196, 198, 200, 201
messing around and, 201–202, 204
MMORPGs and, 207–208, 214,
216–219
modding of, 196, 222–223
organizing and mobilizing in, 198,
202, 214–220, 228, 230, 235, 238,
240
parental rules for genres of,
175–176
participation gap in, 239–240
portability of, 202–203
professional, 315–316, 322
recreational, 198, 200, 201–202,
209–213, 228, 229, 230, 232, 235,
237, 238, 240
sexism and, 196, 199
Index
sociability in, 206–209, 210–213
solitary, 201, 202–204, 210
status in, 212–213
strategies for, 326–329
value of, 201
violence and, 196, 198, 241n
Gay teens, 90, 127–128, 144–145
Gee, James Paul, 13, 21, 24, 25, 35, 57,
196
Geek cred, 66–71
“Geeking out,” 65–75
access and, 73–75
commitment and, 65–66, 73
expertise and, 66–71, 74–75
families and, 74
friendships and, 74–75
gaming and, 200, 202, 223–227
geek cred in, 66–71
rewriting the rules and, 71–73
subcultural identity and, 71
Gender
access and, 191, 348
dynamics, 158
family dynamics and, 165, 169, 171,
173–175
gaming and, 196, 199, 200, 227–235,
239–240
new media practice and, 5, 33
power and, 140, 148–149n
social drama and, 109
Generation gap, 2, 5, 82, 192
gaming and, 207, 234–235
intergenerational learning and, 5, 190,
234, 350–353
Genre analysis, 37
Genres of participation, 11, 14–18
commitment and, 76
cultural, 331
demographics of, 34–35
expertise and, 75
as framework, 35–37, 77
“friendship-driven,” 27, 150, 290
(see also “Friendship-driven”
practices)
407
gaming and, 197, 198, 200
“geeking out,” 15–17, 27, 65–75, 290
(see also “Geeking out”)
“hanging out,” 37–53, 122, 163, 185
(see also “Hanging out”)
intensity of, 75–76
“interest-driven,” 27–28, 150, 290
(see also “Interest-driven” practices)
“messing around,” 15–17, 27, 53–65,
290 (see also “Messing around”)
notion of, 15
relationships between, 31, 77
transitional, 17, 65, 76
Genres of peer-based learning, 22
Glitter, 86
Goals, educational, 304
Going out, 122–123, 128–132
Going steady, 119
Google, 54, 56, 57, 67, 73, 76, 78n,
286, 330
Gossip, 27, 79, 84, 105–109, 112, 113
Growing up, 175–177
Guides, strategy, 69–70, 200, 210, 211,
222
Hacks/hacking, 220, 222, 223
code hacking, 71
“Hanging out,” 37–53, 122, 163, 185
back-channel communication and,
48–49
coordination of, 39–40
gaming and, 42, 198, 206–209
getting together and, 38–40
instant messaging and, 38–39
intimacy and, 119
malls and, 79–80
mobile phones and, 38–39
multitasking and, 49–50
sharing music and, 41–42
social network sites and, 38–39,
79–80, 113
video viewing and, 46–47
work-arounds for, 47
YouTube and, 46
408
Harassment, online, 107–109, 112
Harry Potter, 5, 66, 75, 244, 277,
285–287, 296, 310, 369
“Haters,” 279
Herr-Stephenson, Becky, 42, 47, 61, 66,
75, 151, 167, 174, 183, 221, 244, 277,
296, 302, 304, 310, 357n, 358n, 361,
362, 365, 369, 371
Hierarchies
family, 157–158
“Friend,” 100–104, 123
gaming, 219
recognition, 288
Hobbies/hobbyists, 284–285, 290, 299,
301, 308, 311–314, 317, 334
Hochschild, Arlie, 173, 174
Home/homes, 150
bedrooms in, 155–163, 191
helping in, 297, 298, 314–315
organization of media in, 151,
154–163, 185, 190–191
privacy in, 155–164
public media spaces in, 154–155, 191
Homeschooling, 187–188, 195
Homework, 44, 55, 87, 155, 184,
190–191, 267, 303
“Homophily,” 88
Horst, Heather A., 29, 42, 67, 81, 149,
151, 155, 165, 170, 173, 174, 176,
181, 182, 185, 186, 189, 191, 197,
203, 212, 223, 231, 252, 295, 296,
307, 357n, 362, 364, 365, 367, 372
HTML, 257–258, 312, 346
“Hyperpersonal” effect, 127
“Hypersociality,” 10, 41, 46, 227
Hyphy, 271, 292n
Identity/identities
age, 5
age-specific, 40
creative, 269
cultural, 13
development of, 22, 114
Index
display of, 41, 84, 85, 94, 97, 114,
156
distinctions between, 231–232,
234–235
dual, 20–21
as experts, 262, 268, 273
family, 154, 168–169, 178, 192
formation of, 31
gamer/gaming, 197, 199, 210, 213,
214–215, 227, 228–235, 237, 239
geek, 66, 228, 232, 239–240
gender, 227–235, 239
generational, 2, 5, 11, 26, 28n, 82,
292
as leaders, 330
loss of, 181
marginalized, 89–90, 127–128, 233,
349
media, 12, 35
as media creators/producers, 244, 247,
279, 331
multiple, 37
negotiation of, 9, 11, 79, 82, 83,
142–143, 151
nerd, 318
nonmarket work and, 323
oppositional, 232–233, 235
profiles and, 256
subcultural, 71
as techne-mentors, 59–60
technological, 2
youth, 5, 26
Ideology, 7, 24, 351
Illustrator, 262
Imagination, engagement with, 246
Independence, 117, 119, 127, 152,
190
Industry, media, 9, 23, 285, 287, 326,
331
Inequality, 171
Information
access to, 54
credibility of, 47
Index
exchange of, 85
fortuitous searching, 54–57
online sources for, 54
searching for, 54–57
Infrastructures, 31
Instant messaging, 80, 84, 89, 94, 105,
107, 108, 109, 117, 150
hanging out and, 38–39
intimacy and, 120–121, 123
Institutions
educational, 12, 23, 25, 300–307,
351–352
family as, 23, 25, 30, 190
homes as, 12, 150
intergenerational learning, 350–353
learning and, 341
participation and, 346, 347
Intellectual property, 310
Interactive media, 10
“Interest-driven” learning, 22
“Interest-driven” practices
creative production and, 27–28, 244,
250, 261
defined, 15–17
gaming and, 27–28, 197, 211, 213,
230, 239, 240
networked publics and, 20, 352
work and, 16, 20, 27–28
Intergenerational struggles, 25, 26
Internet
access to, 30, 32–35, 46, 47, 64, 67,
150, 171, 182–183, 345, 346, 347
gossip and, 105–197
as means of distribution, 325–326,
330, 340
work and, 300
Internet cafés, 215–216
Internet relay chat (IRC), 52, 68–69
“Interpretive flexibility,” 24–25, 248,
341, 342
“Interpretive reproduction,” 7
Intervention, adult, 340–341, 350
Intimacy, 117–148
409
Ito, Mizuko, 4, 10, 15, 19, 39, 40, 64,
65, 66, 70, 74, 120, 121, 164, 174,
176, 195, 196, 197, 222, 227, 234,
239, 244, 249, 252, 253, 254, 262,
275, 279, 281, 282, 283, 284, 285,
295, 296, 310, 316, 319, 324, 325,
326, 330, 345, 355, 358n, 364, 369,
371
James, Allison, 6, 7, 154, 155
Jenkins, Henry, 9, 10, 15, 19, 25, 66,
199, 228, 244, 246, 248, 284, 346
Jobs, 295, 298. See also Labor; Work
childhood, 297, 314–315, 324, 333
creative-class, 302, 305, 307–308, 319,
324, 334
fansubbing, 272–273, 325–326
freelance, 312, 314–319
high-status, 324
high-tech, 307–308
MMORPG, 326–329
video production, 273–274
Judgment, 175–177, 191
Kaiser Family Foundation, 28n, 32–34,
36, 78n
Key terms, 14
“Kid power,” 23
Killing time, gaming and, 198
Knowledge, 35–36, 41, 55, 57, 84, 169,
172, 211, 221, 289, 298, 305, 333,
343, 344, 347–348
access to, 73, 323
acquisition of, 13, 14, 21, 76, 220,
227, 240
authoritative, 2, 13, 339
engagement with, 2
exchange of, 227
gaming and, 231
marketable, 317–318, 320
negotiations over, 1, 13
networks of, 213, 220, 340, 346
peer, 248, 260, 263, 274, 291
410
Knowledge (cont.)
production of, 19, 246, 336n
publics for, 284
seeking of, 5, 220
sharing of, 14, 59–60, 171, 213
specialized, 57, 66, 67, 69, 70, 220,
231, 268–269, 273, 327, 340, 342,
346
technical, 223–224, 317, 320
Labor. See also Jobs; Work
childhood and, 296–301, 307–308
domestic, 299
free, 325–333
gender and, 299
volunteer, 297, 299, 325–326, 330
Lange, Patricia G., 56, 151, 166, 172,
197, 223, 233, 244, 250, 262, 273,
279, 289, 296, 309, 315, 330, 357n,
358n, 367, 372
Language, casual, 119, 125
Lareau, Annette, 152–153, 176, 299,
323
Lave, Jean, 12, 13, 14, 56, 335
Law, Arthur, 197, 215, 216, 358n, 369,
372
Leadership, adult, 345, 350–351
Learning, 1, 2, 3, 5, 15, 23–26, 185,
250
agendas for, 21
beliefs about, 190–191
casual, 120
contexts for, 21, 30, 31
creative production and, 244, 250,
276, 284
gaming and, 196, 198, 201, 212, 213,
219–220, 227, 228, 235, 239–240
genres of, peer-based, 249
goals for, 300
informal, 21–23, 24, 118, 351
institutions and, 21–22, 349–353
intergenerational, 350–353
Index
intersection with media and, 17
literacy studies and, 13–14
negotiations over, 2, 3
networks for, 213, 220, 221, 227,
250
ownership of, 57
peer-based, 14, 21–23, 110, 145–146,
213, 249–250, 256, 262–263, 268,
274–280, 291, 339–341, 343, 348,
350–351
popular culture and, 248–249
profile creation and, 256
real-life, 308
self-directed, 61, 262–263, 348, 349
self-motivated, 22
sociocultural theories of, 12–14, 21
trial-and-error, 54, 58
work and, 295–296, 308, 335
Legality/illegality
copying code and, 73
fansubbing and, 72, 326
file sharing and, 72, 74
peer-to-peer (P2P) sharing and, 72
“Legitimate peripheral participation,”
56
Lessig, Lawrence, 300, 325
LGBT teens, 90, 127–128, 144–145
Ling, Rich, 4, 11, 176, 252
Linking, 40–42
Linkshells, 70, 208, 217–218, 219,
326–329, 336n, 367
Literacy/literacies, 2, 3, 12, 15, 145
benchmarks, 344
“copy and paste,” 256
creative production and, 280
negotiation of, 24
new media, 23–26
online interaction and, 147
practices of, 26, 125
standards of, 342, 344
struggles over, 25
theories of, 24
Index
LiveJournal, 11, 20, 39, 51, 81, 255,
287
Livingstone, Sonia, 3, 4, 8, 23, 36, 94,
139, 150, 153, 154, 155, 156, 158,
193, 362
Local area network (LAN) parties, 212,
215
Lurking, 56
Lyman, Peter, 355
MacArthur Foundation, 2
Machinima, 26, 202, 221, 224–227,
241n, 269, 326
Mahendran, Dilan, 194n, 244, 269,
279, 280, 281, 283, 291, 296, 305,
306, 310, 349, 357n, 368, 371
Mainstream culture, 231–233, 235
Mainstream practices, 6
Maintenance, intimate relationship,
128–130, 139
Making friends, 88–91
Manion, Annie, 211, 358n
Marketing, 23, 283, 284, 287, 299, 309,
310–311, 314, 315, 317, 319–323
Martínez, Katynka Z., 64, 74, 81, 151,
158, 167, 194n, 213, 233, 252, 255,
296, 304, 314, 319, 357n, 361, 362,
371, 372
Masculinity, 143, 231, 348
Mashups, 26, 71, 342
Massively multiplayer online roleplaying games (MMORPG), 69,
207–208, 216–218, 233–234, 237,
329, 336n. See also Games
Maturity, 175–177
Media
active/passive, 246
awareness of, 57
circulation of, 72
culture of, 9
niche, 3
social, 79–115
411
Media ecologies, 7, 10, 14, 23, 29–78,
151–154, 173, 185, 192, 197, 244,
247, 274, 292, 305, 335
Media education, 246–250, 301–307
Media effects, 9, 31, 150–151, 192n
Media identity, 12
Media literacy, 6
creative production and, 292
gaming and, 213, 240
development of, 247–248, 249–250,
261
Media metrics, 283
“Media transgressions,” 178
Media use
demographics of, 33–35
mobility of, 163–164
Meeting, 122, 123–128
Meet-ups, 274, 276, 280, 290
Mentoring, 14, 59–60, 273, 274, 306
Messages, composing of, 124–125
“Messing around,” 53–65, 185
access and, 62–65
after-school programs and, 63–65
experimentation and, 57–62
gaming and, 58, 222–223
play and, 57–62
profile creation and, 260–261
rewriting the rules and, 71
seeking information and, 54–57
as transitional genre, 65, 76
work-arounds and, 61–62
Mitnick, Sarai, 358n, 370n, 372
Mobile phones, 80, 84, 94, 105,
117
hanging out and, 38–39
intimacy and, 120–121, 123
as “leash,” 120, 130, 178
as parenting tool, 159, 176–177
plans for, 179–181
rules for, 178–182
safety and, 176–177
use of, 11
412
Mobility
media use and, 163–164
social, 301, 318, 324
Mobilization, economic, 333
“Modding”/modifications, 220–221,
222–223, 240, 241n, 254
Modes of participation, 36
Monitoring, 14, 80, 113, 118, 119,
136–137, 138–145, 147, 154–155,
156, 172–175, 182, 185
Moral panics, 23–24, 91, 150, 151–152,
199
Multiliteracies, 25
Multitasking, 47–50
Music making, 269–272, 281–282,
330
beat making and, 269, 272, 310
hip-hop and, 269, 270–272, 283, 291,
310
rapping and, 269, 270–272, 279–280,
310
Music sharing, 41–42
MySpace, 10, 79–115, 281–282
creative production and, 251, 254,
255–261
intimacy and, 122
popularity of, 80, 81
Negotiations, adult-youth, 2, 3, 5
Nerds, 311–314, 318
“Networked individualism,” 3
“Networked public culture,” 92–93
“Networked publics,” 18–21, 22, 79,
85, 97, 130, 147
access to, 251, 351
breaking up and, 133–138, 146
characteristics of, 19–20, 112, 113
creative production and, 247, 250,
289, 291, 351
“friendship-driven” practices and,
19–20, 82
“interest-driven” practices and, 20,
352
Index
participation in, 12, 22–23, 80, 84,
114, 339–340, 344, 345–350, 352
as term, 14, 19
“Networked society,” 3
New Literacy Studies, 13–14, 24, 26
New media, 9–13
New media literacy, 5, 14, 23–26, 113,
248–249, 335, 341, 344, 345, 348,
357
definitions of, 25–26
intimacy and, 120
shaping of, 341–345
New Media Literacy project, 25, 248–249
New media practice, 5
Newbies/noobs/noobz/nub, 205, 230
News Feed, 106–107
Nintendo, 158, 160, 164, 175, 201,
202, 203, 211, 234 (see also Wii)
“Nonmarket peer production,” 300,
325–333, 334
Norms, 1
adult, 7
breaking up and, 133
challenges to, 71
courtship, 118
dating, 120, 122
feedback, 277
gaming, 199–200
literacy, 26
mainstream, 233
meeting, 146
negotiation of, 344–345
online interaction and, 147
relationship status and, 131
social, 2, 12, 84, 119, 145, 297
struggles over, 25
Offline relationships, 84, 122, 125–128,
145–147
Online hangouts, 50–52
Online journals, 244
Online relationships, 84, 89–91, 122,
125–128, 145–147
Index
Online spaces, rules for, 182–190
Organization of analysis, 339
Outcomes, 4–5
Paratexts, 68, 69, 78n, 220–221
Parental authority, 82, 113
Parenting, 150, 151–154, 163–164,
172–175, 178–191, 302–304, 342–343
Participation
adult, 340–341, 344
civic, 325
creative production and, 284
dynamics of, 251
friendship-driven, 81
gaming and, 212, 213, 228, 235–239
importance of, 345–350
institutions and, 349–350
mapping of, 30, 339
media, 11, 18, 153
media production and, 247–248
modes of, 15
notion of, 14–15
rules for, 190–191, 192
social, 7, 13
social network sites and, 79, 112
training for, 334
trajectories of, 9, 17, 213, 235,
257–259
work and, 333
“Participation gap,” 77, 239–240, 343,
346, 348
“Participatory media culture,” 10, 15,
244
Pascoe, C. J., 37, 39, 46, 48, 81, 83, 96,
99, 105, 106, 118, 124, 147n, 151,
175, 177, 180, 181, 182, 186, 276,
349, 357n, 362, 363, 369, 371, 372
Passive communication, 135–138,
146–147
Passwords, 85, 86, 123, 139–140, 185
Patterns, analysis of, 37
Pedagogy, 227, 271, 301, 341, 349–350,
351
413
“Pedagogy of collegiality,” 349
“Peer,” 16
Peer-based economies, 308, 334–335,
336
Peer-based evaluation, 274–280
Peer-based learning, 14, 21–23, 84,
110, 145–146, 213, 249–250, 268,
275, 291, 339–341, 343, 348,
350–351
Peer-based youth ecologies, 249
Peer communities, maintenance of,
79–80, 113
Peer culture, 9–10, 82–85, 113
Peer groups, gaming and, 231, 235
Peer networks, 113, 114
“Peer pressure,” 21, 84
Peer production, 300, 325–333, 334
Peer publics, 80
Peer spaces, online sites as, 185
Peer status, gaming and, 213
Peer-to-peer file sharing, 72, 74, 301
Perkel, Dan, 46, 48, 54, 55, 62, 63, 72,
81, 89, 151, 163, 165, 179, 197, 202,
207, 208, 224, 229, 244, 254, 256,
260, 280, 288, 296, 305, 357n, 363,
364, 366, 370n, 371, 372
Persistence, 19, 132–133, 144, 147
gaming and, 210
machinima and, 225
as quality of social media, 102, 104,
105, 106, 112, 113–114
“Personal communities,” 83
Personal culture, 92
Personalization, of games, 227
Pew Internet and American Life
Project, 32–34, 78n, 244
Photobucket, 85–88, 246, 252, 255
Photos, 85–88, 251
breaking up and, 134, 136
camera phones, 254
family dynamics and, 159–162
modding of, 254
sharing of, 252, 254–255
414
Photoshop, 58, 59, 63, 224, 258, 262,
312
PlayStation, 150, 155, 164, 165–166,
214, 216, 222, 229, 317
Podcasting, 28, 71, 168–169, 174,
285–287, 310, 342
Policy implications, 345, 347,
348–353
Popular culture, 9
consumption of, 40
education and, 248–249
Popularity, 81, 83, 96, 104–112, 114,
232
Power
differentials in, 14, 23–24
intimate relationships and, 139–141
“kid,” 23
PowerPoint, 45
Practice
categories of, 339
evolution of, 1
Predators, 91, 97, 121, 144, 183, 185
Privacy, 8, 20, 118, 119, 120, 138–145,
147, 155–163, 164
communication and, 20, 23, 38, 80,
90, 120, 123, 129, 147, 181–182
intimacy and, 27, 51, 145
lack of, 157–158
negotiation of, 158
online spaces and, 75, 185
parental invasion of, 149, 189–190
peer-based learning and, 23
settings for, 86, 94, 95, 107, 148n
Private space, 61, 64, 164
bedrooms as, 155–157, 164, 191
“Pro–am,” 292n
Production, 15
advanced-amateur, 283
amateur, 262, 263–267, 269, 274,
284–285, 288–290
creative, 223–227, 243–293
evaluation of, 274–280
Index
fan, 15, 26, 28, 261, 262, 269,
272–273, 275–277, 281, 284–287,
310–311, 324, 325–326, 330, 342,
292n
gaming and, 220–227
professional, 288–290
Professionalism/professionalization,
214–215, 234, 273, 283, 285,
288–290, 292n, 305, 314, 315–316,
322
Profiles, 251
“bad,” 186
breaking up and, 133–138
creative production and, 255–261
customization of, 256–259
Friend lists and, 94–104
friendship development and, 89, 92,
98
intimacy and, 120
modifying of, 255
relationship work and, 130–132
Promotion, 267, 268, 278, 283, 284,
287, 309, 310, 311
“Prosumers,” 292n
“Proteurs,” 285–287
“Public culture,” 19, 92
Public debate, 341, 345
Public education, role of, 352–353
Publics
intimacy and, 128–132, 135, 145
niche, 284
Public space, 79, 91, 114, 126
access to, 80, 251
Publishing, 277–288, 309–314
Punishment, 158, 177
Ranking, of Friends, 100–104
Rap Project, the, 270–272
Ratings, creative production and,
275
Reading, 11, 24, 33, 43–44, 45, 55,
74–75, 226, 276–278, 312, 334
Index
Reciprocity, 110–111, 112, 114, 129,
283–284, 291
feedback and, 276
peer-based learning and, 22
Recognition, 22, 245, 251, 278, 279,
280, 283, 289
Relationship dynamics
family, 147, 152
intimate, 119–120
peer, 100–104
Relationships
articulation of, 94–104, 113
cultural/subcultural, 31
display of status in, 128, 130–132,
133–138, 146
embodiments of, 4
game, 210–211, 212, 216–218
genre, 31, 77
intergenerational, 343
intimate, 117–148
peer, 330
stages of, 122–123
subculture/identity, 6
work of, 128–132
Remix, 26, 28, 226, 246, 247–249, 250,
269, 284, 292n, 293n
Replicability, 19
Reputation, 22, 273, 280, 288, 289,
291, 300, 323
Research
approach to, 3–13
future, 341
organization of findings and, 5
participant demographics and, 356,
358–359n
Research methods, 355–357
case studies as, 2, 5–6, 244, 301
content analysis as, 356, 367, 369
diary studies as, 85, 255, 356,
363–364
ethnography as, 2, 4–6, 200–201, 300,
355–356, 361
415
interviews as, 29, 37, 117–118,
121–122, 149, 256, 257, 277, 331,
356, 358n, 362, 363, 364–365, 367,
370n
participation and observation as, 356,
362, 364–365, 366–368, 369–370
qualitative, 36
quantitative, 32–35, 36, 356–357,
358–359n
questionnaires as, 195–196, 356–357,
358n, 363, 367
sampling as, 77
surveys as, 32–35, 356–357, 358n,
363
Research sites, 77, 356–357, 361–370
homes and neighborhoods, 190,
362–364
interest-based groups, 368–370
learning institutions, 364–365
networked sites, 80–81, 365–368
Responsibility, 175, 177, 185, 296, 299,
324, 335
Reviews, creative production and, 275
Robinson, Laura, 54, 55, 197, 205, 223,
296, 329, 357n, 365, 367, 372
Role-playing boards, 292n
Rules, 30, 163–164, 172–175, 178–190
bending and breaking of, 48, 66,
178
enforcement of, 163–164, 173–175,
178
Friending, 95, 97, 99–100, 104
game-use, 199–200
loosening of, 175–176
media-use, 154, 156
mobile phones and, 178–182
negotiation of, 151, 178
online-space, 182–190
participation, 190–191, 192
rewriting of, 71–73, 223
subversion of, 174–175, 222
Rumors, 105–109
416
Safety, 91, 97, 126, 144–145, 176–177,
281
Salen, Katie, 198
Schlossberg, David, 81, 118, 162, 358n,
363, 371
Schools
access and, 47
intimacy practices and, 119
media training and, 301–305
teen sociability and, 81, 82–85
Searchability, 19
Search engines, 54–57, 78n
Sefton-Green, Julian, 10, 12, 150, 245,
247, 248, 249
Seiter, Ellen, 8, 9, 10, 23, 30, 150, 153,
199, 204, 241, 246, 248, 297, 298,
301, 346, 347, 362
“Selective sociality,” 3, 147
Self-archiving, 252
“Self-taught” ethic, 57, 250, 262–263
Sex/sexuality, 121, 127, 142, 144–145,
147n–148n
Sexism, gaming and, 196, 199
Sharing
creative production and, 280–281,
290
ethic of, 300
file, 72, 74
illegal, 72
information, 85, 92–93, 107, 142–143,
144
intergenerational, 234
knowledge, 14
media, 244, 247, 274, 308
music, 41–42
online space, 38–39
passwords, 123, 139–140
personal media, 85–88, 251–252,
253–255, 280–281
private information, 90
skills, 314–315
strategies for, 255
time in families, 158–160, 164–171
Index
Sims, Christo, 39, 41, 46, 49, 50, 56,
62, 63, 72, 76, 81, 90, 97, 98, 102,
110, 111, 118, 122, 126, 129, 130,
131, 132, 136, 137, 138, 140, 141,
143, 148n, 150, 151, 155, 174, 179,
180, 185, 193n, 197, 202, 211, 212,
236, 256, 296, 305, 357n, 362, 363,
364, 371, 372
“Situated learning,” 13–14, 18
Skills, 26, 295–296, 297, 298, 299,
301
development of, 62, 288, 289
gaming, 214
marketable, 314–319
practice of, 323
Sociability, 10
gaming and, 209–213, 214–220,
231–232, 238, 240
mediated, 18
participation in, 346–347
structures of, 3
Social capital, 152, 301–302
Social change, 30
Social communication, media for, 10
Social context, for creativity, 249, 250
Social drama, 100, 103, 104–112
Social ecology, 1, 4, 18, 201
Sociality, gaming and, 205–209
Socializing, barriers to, 38
“Social media,” 28n, 115n
Social mobility, 301–302, 318, 324
Social network sites, 79–115, 150, 244
creative production and, 251
hanging out and, 38–39
intimacy and, 120–121, 123
stigmas of, 91
Social worlds, 142–143, 145
Sociocultural learning theory, 12
Sociocultural perspective, 30
Socioeconomic status. See Class
Sociology of youth, 6–7, 82, 88, 121
Sociotechnical infrastructures, 254–255,
366
Index
Space, public, 79, 80, 91, 114, 126,
147, 251
Specialization, 268–274, 288
Sports
games as, 214
gaming and, 212, 214, 216, 240
gender and, 231
identity and, 231–232
social bonding and, 207, 209
Sports games, 210, 228, 233, 236
“Stalkers/stalking,” 106, 124, 136–137,
144
Standards
creative, 274, 276, 278, 280
erosion of, 25
literacy, 26, 342, 344
negotiation of, 24
Status
advanced-amateur, 283
alternative, 66, 70
creative production and, 289, 290
display of, 94, 100, 128, 130–132,
133–138, 146
distinctions of, 20
expertise and, 273
family hierarchy and, 157–158
gaming and, 199, 212–213, 220,
231–232, 234, 235
negotiation of, 79, 81, 82, 83, 112, 114
relationship, 119, 123, 128, 130–132,
133–138, 146
socioeconomic, 302
struggles for, 104–112
“Stranger danger”/strangers, 91, 95–96,
97, 123, 125–128, 144
Strategies
Final Fantasy XI, 326–329
gaming, 214–220
information-seeking, 54
marketing, 312
parenting, 152–154, 172, 178–190,
191, 302–304
sharing, 255
417
Strategy guides, 69–70, 200, 210, 211,
222
Structural conditions, 30, 31
Structure of media use, 31
Struggles, intergenerational, 14, 23, 25,
26, 82, 178, 183
Studies, childhood, 13–14
Studies, learning and literacy, 13–14
Subcultures, 6, 26, 233, 234
Subversion, 48, 71, 72
Success, 111, 114, 299
Surveillance. See Monitoring
Surveys
media use, 32–35
participants in, 33, 356–357,
358–359n
“Techne-mentors,” 58, 59–60
Technical context, for creativity, 250
Technological artifacts, 25
Technology
access to, 345–350
artifacts of, 25
change in, 30
social bonds and, 81
uptake of, 3
Teen sociability, 80–81, 82
Television, 25, 30, 43, 158–159, 199,
225, 263–264, 267
attitudes toward, 153, 246
Terms, key, 14
“Terror talk,” 91
Text messaging, 107, 109
back-channel communication and,
48–49
intimacy and, 123
Thorne, Barrie, 6, 7–8, 37, 48, 83, 153,
355, 362
Time, 190
boredom and, 203, 260
gaming and, 195–196, 201, 214–220,
233, 235–239
killing, 202–206
418
Time (cont.)
routines and, 151, 172–175, 191–192
sharing, 158–160, 164–171, 191–192
wasting, 47, 236, 238
Tinkering, 58, 76, 260, 261, 322
Tools, production, 57–58, 244
Top 8/Top Friends, 51, 100–104, 131,
134
Toys, attitudes toward, 153
Training, 288, 295–296, 298, 301–307
Trajectories
aspirational, 284–290, 302
entrepreneurial, 318
participation, 9, 17, 213, 235, 257–259
school-to-work, 305, 307
work, 299, 333, 334
Transitional genres, 17, 65, 76
Transitions
school, 63, 235
school-to-work, 305, 307, 351–352
work, 236
Transnational families, 170–171, 193n
Trial-and-error learning, 58
Tripp, Lisa, 42, 47, 61, 151, 167, 170,
174, 183, 221, 296, 302, 304, 358n,
361, 362, 365, 371
Unpaid labor, 295, 300, 324, 325
Urban, Jennifer, 358
User-generated content, 11, 23, 331
Validation, 285, 289
Values, 1, 26, 151, 153–154, 190, 192,
199
collective, 23
family, 175
shared, 342
Vidding, 282, 293n
Video blogging, 26, 273
Video games, 210–211
modding of, 224–226
Videos, 243, 252
“collab,” 273–274
Index
making of, 263–267, 273–274
mashups and, 26, 71, 342
viewing of, and hanging out, 42
Viewership, 243, 246, 266–267, 283,
334
Virtual economies, 329–330, 331–333,
334
Visibility, 280, 282, 283–284, 288
Vocation, and nonmarket work, 324
Volunteers/volunteerism, 118, 296,
325–326, 330, 335
Vulnerability, 118, 122, 123, 133, 138,
142–145, 191
Walk-throughs, 220–221, 222
Web comics, 284, 311–314
Wellman, Barry, 3, 365
Wenger, Etienne, 12, 13, 14, 36, 56,
335
Wii, 150, 155, 207, 223, 234
Wikipedia, 47, 54, 55–56, 87, 88, 325,
336n, 365, 372
Work, 295–337. See also Jobs; Labor
access to, 296, 297, 333
creative, 284, 301
domestic, 323
gaming and, 219, 235–236
nonmarket, 295, 296, 299, 300,
323–333
paid, 299, 307–323
preparatory, 295, 296, 297, 298, 299,
300–301, 335
productive, 297, 299, 301, 308
relationship, 128–132
unpaid, 295, 300, 324, 325
Work-arounds,
access and, 48, 61–62
“hanging out” and, 47, 222
“messing around” and, 61–62
Writing
casual messages, 124–125
conventions of, 11
creative, 292n
Index
fan fiction and, 28, 69, 71, 75, 244,
269, 276–278, 281, 284, 286, 292n,
330
online communities of, 11, 276–278
Xbox, 150, 207, 210, 212, 214, 216
Yardi, Sarita, 151, 163, 165, 208, 358n,
363, 370n, 371, 372
Youth
practices of, 31
as social category, 6–9
as social problem, 8–9
sociology of, 6–7
tension between adults and, 2, 14,
23–24, 25, 82, 113, 114, 146, 156,
182, 185–190, 249
terms for, 7–8
Youth culture, 5, 6–9, 23, 26, 31, 82–85
DIY, 320–323
emergence of, 40
YouTube, 10, 242, 263–268, 273–274,
278, 279, 281, 282, 283, 309, 330
419