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November 21, 2008
"Hanging Out, Messing Around, Geeking Out": A Conversation with the Digital Youth Project (Part One)On Thursday, the Digital Youth Project, funded by the MacArthur Foundation, released "Hanging Out, Messing Around, Geeking Out," a report on a massive ethnographic investigation into the place of new communications and media technologies in the lives of American young people. I have had the distinct honor to watch this research take shape over the past few years, to get to know the core researchers on the team, and to attend meetings where they struggled over how to process the sheer volume of data and insights they have gathered. The team is a model for collaborative research with senior faculty and graduate students working side by side across disciplines and universities to make sense of problems which none of them could fully understand on their own. You will get a sense of the dialogic nature of this research in the interview which follows, a conversation which involves nine members of the research team, sharing insights from their own specific research projects as well as expressing the rich synthesis that emerged from their collaboration. The report represents one key outgrowth of the MacArthur Foundation's Digital Learning and Youth initiative, which also funds our own Project New Media Literacies initiative, along with providing support for such key educational researchers as Sasha Barab, James Paul Gee, Kurt Squire, Howard Gardner, Howard Rheingold, David Buckingham, and Katie Salens, among many others. "Hanging Out..." is staggering in its scope and in its implications. The researchers take seriously young people, their lives online, their subcultural practices, their identity play, their nascent civic engagement, their dating and social interactions, their involvement with fan production practices, and much much more. What emerges is a complex picture of how they are living through and around emerging technologies, how they are innovative in their use of new tools and platforms, and how they are struggling with the contradictions of their lives. This report is in no simple way a celebration of the digital generation, though it respects the meaningfulness of their involvement with digital and mobile technologies: it raises questions about inequality of access and participation; it points to conflicts between adults and youth around the deployment of new media; it identifies risks and opportunities which sites such as MySpace and YouTube pose for their young participants. Those of us who care about young people and education will be struggling with some of the implications of their research for a long time to come. I am proud to have a chance to offer this interview with some of the key members of the Digital Youth Project team over the next three installments of my blog. By way of background, here's how the Digital Youth Project is described on their homepage: Since the early 1980s, digital media have held out the promise of more engaged, child-centered learning opportunities. The advent of Internet-enabled personal computers and mobile devices has added a new layer of communication and social networking to the interactive digital mix. While this evolving palette of technologies has demonstrated the ability to capture the attention of young people, the innovative learning outcomes that educators had hoped for are more elusive. Although computers are now fixtures in most schools and many homes, there is a growing recognition that kids' passion for digital media has been ignited more by peer group sociability and play than academic learning. This gap between in-school and out-of-school experience represents a gap in children's engagement in learning, a gap in our research and understandings, and a missed opportunity to reenergize public education. This project works to address this gap with a targeted set of ethnographic investigations into three emergent modes of informal learning that young people are practicing using new media technologies: communication, learning, and play. To see the white paper and full report of the Digital Youth Project. To learn more about the MacArthur Foundation Digital Media and Learning Initiative. Can you give us some sense of the scope and scale of the project? Mimi Ito: This was a study that was conducted over three years, with 28 researchers and research collaborators. We interviewed over 800 youth and young adults, and conducted over 5000 hours of online observations. This was done in the form of 22 different case studies of youth new media practices. Some of the studies looked at particular online sites, such as YouTube and social network sites. Other studies looked at interest groups, such as gaming groups and fans of anime and Harry Potter. Other groups also recruited youth from local institutions such as afterschool programs, parent networks, and schools. We believe that this is the most extensive qualitative study of contemporary youth new media practice in the U.S.What were your goals with this project? Mimi Ito: Our goal was really to capture youth perspectives and voices to understand what is happening in the online world today. We wanted to look at how young people are incorporating new media into their everyday social and recreational lives, in contexts that they found meaningful and motivating. Our thought was that it was only by looking at these kind of youth-driven contexts that we could get a grasp of what youth were learning through their online participation, and how that activity was changing the shape of our media and communications landscape.Ethnography often gets praised for its process of discovery. What was the biggest discovery your team made through this process? Mimi Ito: One of the strengths of the ethnographic process is that it involves listening and learning from people with different perspectives, and having that inform our research frameworks. One of the big things that we learned from doing this with such a large research team, was how it was that different kinds of youth practices and social groups were related to one another, either in a synergistic way or a more antagonistic way. We learned that the main thing that distinguishes different kinds of youth new media practices was the difference between what we call "friendship-driven" and "interest-driven" participation. Friendship-driven participation is what most youth are doing online, and involve the familiar practices of hanging out, flirting, and working out status issues on sites like MySpace and Facebook. Interest-driven participation has to do with more of the geeks and creative types of practices, where youth will connect with others online around specializes interests, such as media fandom, gaming, or creative production. It wasn't the just usual things like gender and socioeconomic status that necessarily determined the big differences, but it also had a lot to do with categories in youth culture, like is considered "cool," "popular" or "dorky." Parents often express concerns that young people are interacting online with people they don't know while those excited about social network sites talk about the ways they allow us to escape the constraints of local geography. Yet, your report finds that young people often use these tools primarily to interact with people who they already know. What can you tell us about the relationship between the online and off-line lives of teens? danah boyd: While there are indeed examples of teens meeting others through these sites, it is critical for adults to realize that these sites are primarily about reinforcing pre-existing connections using mediated technologies. Youth's mobility is heavily curtailed and they desperately want to hang out with their friends from school. These sites have become that gathering space. Just because they can be used by youth to connect to strangers does not mean that they are. By focusing on the possibilities of risk, adults have lost touch with the benefits that these sites afford to youth.
Heather Horst is an Associate Project Scientist at the University of California, Irvine (UCHRI) who conducted research during the Digital Youth Project as a Postdoctoral Scholar at University of California, Berkeley. Heather is a sociocultural anthropologist by training who is interested in the materiality of place, space, and new information and communication technologies. Before joining the Digital Youth Project in 2005, she carried out research on conceptions of home among Jamaican transnational migrants, as well as issues of digital inequality, as part of a large-scale DFID-funded project titled "Information Society: Emergent Technologies and Development in the South," which compared the relationship between ICTs and development in Ghana, India, Jamaica, and South Africa. Her coauthored book with Daniel Miller, The Cell Phone: An Anthropology of Communication (Oxford, UK, and New York: Berg, 2006), was the first ethnography of mobile phones in the developing world. Heather's research in the Digital Youth Project integrates her interest in media and technology in domestic spaces, families in Silicon Valley, and the economic lives of kids on sites such as Neopets. Mizuko (Mimi) Ito is a cultural anthropologist specializing in media technology use by children and youth. She holds an MA in Anthropology, a PhD in Education and a PhD in Anthropology from Stanford University. Ito has studied a wide range of digitally augmented social practices, including online gaming and social communities, the production and consumption of children's software, play with children's new media, mobile phone use in Japan, and an undergraduate multimedia-based curriculum. Her current work focuses on Japanese technoculture, and for the Digital Youth Project she is researching English-language fandoms surrounding Japanese popular culture. Dan Perkel is a PhD candidate at UC Berkeley's School of Information. His research explores how young people use the web and other technologies as a part of their everyday media production activities. Dan's ongoing dissertation research investigates the mutual shaping of young people's creative practices and the social and technical infrastructure that support them. Prior projects include explorations into the design of a collaborative storytelling environment for fifth-graders, ethnographic inquiry into an after-school media and technology program, and investigations using diary studies to capture everyday technology use. With UC Berkeley artist Greg Niemeyer and colleague Ryan Shaw, Dan helped create an art installation called Organum, which looks at collaborative game play using the human voice (and which was followed up by "Good Morning Flowers"). In a past life, Dan worked as an interface designer, product manager, and implementations director for Hive Group, whose Honeycomb software helps people make decisions through data visualization. He received his BA (2000) in Science, Technology, and Society from Stanford University, graduating Phi Beta Kappa, and his Master's in Information Management and Systems from UC Berkeley's School of Information in 2005. Christo Sims is a PhD student at UC Berkeley's School of Information. He was a member of the Digital Youth research team from 2005 until 2008. His fieldwork focused on the ways youth use new media in everyday social practices involving friends, family, and intimates. He conducted research at two sites, one in rural Northern California, the other in Brooklyn, New York. His contributions can mostly be found in the report's chapters on Intimacy, Friendship, and Families. Christo received his Master's degree from UC Berkeley's School of Information in the spring of 2007, and his Bachelor's degree from Bowdoin College in the spring of 2000. Henry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here. |