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Digital Culture Links: January 25th

Links for January 25th:

  • MEGAUPLOAD (by Dan Bull) – Independent artist Dan Bull raps about the harm shutting down MegaUpload has done to smaller artists. In the name of protecting the intellectual property of Hollywood and the MPAA, it seems that smaller artists who rely on cyberlockers like MegaUpload have found their means of distribution erased without noticed or recourse to protest.
  • Star Wars crowdsourced film reaches million YouTube views [BBC News] – “A “directors cut” of a fan-made version of Star Wars has passed one million views on YouTube. The film, uploaded on 18 January, is made up of hundreds of 15-second scenes created by internet users. The Star Wars Uncut project is widely regarded as an example of the power of crowdsourcing. Ramon Youseph, of the Crowdsourcing Gazette blog, told the BBC it showed “the power of the web to engage people in a global collaborative effort”. The website starwarsuncut.com began asking for fan-made scenes in 2009. It went on to win an interactive media Emmy in 2010.”
  • EU proposes ‘right to be forgotten’ by internet firms [BBC News] – A new law promising internet users the “right to be forgotten” will be proposed by the European Commission on Wednesday. It says people will be able to ask for data about them to be deleted and firms will have to comply unless there are “legitimate” grounds to retain it. […] A spokesman for the commissioner clarified that the action was designed to help teenagers and young adults manage their online reputations. “These rules are particularly aimed at young people as they are not always as aware as they could be about the consequence of putting photos and other information on social network websites, or about the various privacy settings available,” said Matthew Newman. He noted that this could cause problems later if the users had no way of deleting embarrassing material when applying for jobs. However, he stressed that it would not give them the right to ask for material such as their police or medical records to be deleted.”
  • 60 hours per minute and 4 billion views a day on YouTube [YouTube Blog] – “Since the dawn of YouTube, we’ve been sharing the hours of video you upload every minute. In 2007 we started at six hours, then in 2010 we were at 24 hours, then 35, then 48, and now…60 hours of video every minute, an increase of more than 30 percent in the last eight months. In other words, you’re uploading one hour of video to YouTube every second.”
  • How Parents Normalized Teen Password Sharing [danah boyd | apophenia] – Interesting insights from danah boyd regarding teens sharing passwords to social media services with each other. It’s all about trust, and that’s something learnt at home since parents ask kids to trust them and let parents look after (or at least know) their passwords in the early years (normally): “When teens share their passwords with friends or significant others, they regularly employ the language of trust, as Richtel noted in his story. Teens are drawing on experiences they’ve had in the home and shifting them into their peer groups in order to understand how their relationships make sense in a broader context. This shouldn’t be surprising to anyone because this is all-too-common for teen practices. Household norms shape peer norms.”
  • Defend our freedom to share (or why SOPA is a bad idea) [YouTube] – A great talk from Clay Shirky explaining the history, context and potential impact of the US SOPA and PIPA bills which seek to radically censor the internet in the name of stopping “piracy”. Important to listen to since, as Shirky argues, there’s no doubt more of the same just around the corner.

Digital Culture Links: November 9th 2010

Links for November 7th 2010 through November 9th 2010:

  • Risk Reduction Strategies on Facebook [danah boyd | apophenia] – Fascinating look at certain teen uses of Facebook, including those who deactiviate their profile every time they log out (preventing unwanted uses/interactions when the user isn’t “there”) and others who continually delete all FB traces, using the platform to engage in the ‘now’ but erase the ‘then’. The most interesting insight: “For the longest time, scholars have talked about online profiles as digital bodies that are left behind to do work while the agent themselves is absent. In many ways, deactivation is a way of not letting the digital body stick around when the person is not present.”
  • Google Maps Mistake: Nicaragua Accused Of Invading Costa Rica [WA Today] – Surely no army can really be relying purely on Google Maps data?!? “A Google Maps error is being blamed for Nicaraguan troops accidentally invading Costa Rica last week. The troops have been accused of crossing the hotly disputed Nicaragua border into Costa Rica and setting up camp for the night after taking down a Costa Rican flag and raising the Nicaraguan flag. But their commander, Eden Pastora, told Costa Rica’s largest newspaper, La Nacion, that Google Maps was used to justify the incursion. Nicaraguan government officials have also blamed a “bug in Google” for the error. […] In a blog post at the weekend, Google geopolicy analyst Charlie Hale confirmed the error, which misplaced the border between the two countries. The error lies in Google’s depiction of the border in part of the Caribbean coast, near the San Juan River, the centre of the dispute between Costa Rica and Nicaragua that arose over the latter’s dredging of a river separating the two countries.”
  • Politicians Caught in the Web in Past Images [NYTimes.com] – A new generation of politicians have long digital shadows: “With the ubiquity of technology and social networking Web sites like Facebook that allow — and compel — young people to document themselves drinking, wearing little clothing or putting themselves in otherwise compromised positions, it was a given that a generation of politicians would someday find themselves confronted with digital evidence of their more immodest and imprudent moments. But who knew it would happen this quickly? Politics today is rife with examples of candidates having to explain why they were posing shirtless for pictures poolside with a skimpily clad woman (Representative Aaron Schock of Illinois), simulating sex acts on a toy (the Congressional candidate Krystal Ball of Virginia), or carousing on Halloween night dressed as a ladybug (the Senate candidate Christine O’Donnell of Delaware).”
  • Google bars data from Facebook as rivalry heats up [Reuters] – Clash of the titans: “Google Inc will begin blocking Facebook and other Web services from accessing its users’ information, highlighting an intensifying rivalry between the two Internet giants. Google will no longer let other services automatically import its users’ email contact data for their own purposes, unless the information flows both ways. It accused Facebook in particular of siphoning up Google contact data, without allowing for the automatic import and export of Facebook users’ information. Facebook, with more than 500 million users, relies on email services such as Google’s Gmail to help new users find friends already on the network. When a person joins, they are asked to import their Gmail contact list into the social network service. Facebook then tells the user which email contacts are also on the social network. In a statement, Google said websites such as Facebook “leave users in a data dead end.” Facebook did not immediately provide a comment on Friday.”

Pew Videogames Study Shatters Myths About Teens and Gamers!

start_game

The Pew Internet & American Life Project recently released a very significant survey which really challenges many popular preconceptions and myths about videogames and the impact of game play on young people.  One of the most important findings is that any stereotype of the typical video game player seems pretty much useless, because almost all American teens, in all their diversity, play videogames:

  • Fully 97% of teens ages 12-17 play computer, web, portable, or console games.
  • 50% of teens played games “yesterday.”
  • 86% of teens play on a console like the Xbox, PlayStation, or Wii.
  • 73% play games on a desktop or a laptop computer.
  • 60% use a portable gaming device like a Sony PlayStation Portable, a Nintendo DS, or a Game Boy.
  • 48% use a cell phone or handheld organizer to play games.
  • 99% of boys and 94% of girls play video games.

Nor is there one dominant gaming type or genre:

The five most popular games among American teens are Guitar Hero, Halo 3, Madden NFL, Solitaire, and Dance Dance Revolution. These games include rhythm games (Guitar Hero and Dance Dance Revolution), puzzle/card games (Solitaire), and sports games.

Likewise, rather than being isolating, gaming is actually a primarily social experience for many teens:

For most teens, gaming is a social activity and a major component of their overall social experience. Teens play games in a variety of ways, including with others in person, with others online, and by themselves. Although most teens play games by themselves at least occasionally, just one-quarter (24%) of teens only play games alone, and the remaining three-quarters of teens play games with others at least some of the time.

  • 65% of game-playing teens play with other people who are in the room with them.
  • 27% play games with people who they connect with through the internet.
  • 82% play games alone, although 71% of this group also plays with others.

It was also reassuring that most parents monitor what sort of games their kids play, at least in the earlier years, and most parents did not find any correlation between videogames and anti-social or violent behaviour in teens:

  • 90% of parents say they always or sometimes know what games their children play.
  • 72% say they always or sometimes check the ratings before their children are allowed to play a game.
  • 46% of parents say they always or sometimes stop their kids from playing a game.
  • 31% of parents say they always or sometimes play games with their children.
  • 62% of parents of gamers say video games have no effect on their child one way or the other.
  • 19% of parents of gamers say video games have a positive influence on their child.
  • 13% of parents of gamers say video games have a negative influence on their child.
  • 5% of parents of gamers say gaming has some negative influence/some positive influence, but it depends on the game.

One of the other major findings was that games tended to be played socially (ie with others) more than in isolation, and that gaming communities tended to make teens socially and politically active! If you’re in any way interested, I’d encourage you to look at the report yourself (PDF link); it’s already getting decent media coverage. Meanwhile, the BBC also reports that a huge study of EverQuest II players discovered that they were neither obese nor was their Body Mass Index (BMI) any higher than the norm (actually, it was a little lower).

[Photo: ‘I … Will Help … My Friends’ by _mpd_, CC BY NC SA.]

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