youth culture
When I read the Chicago Tribune's coverage of why teens have eschewed dates for school dances, I wanted to scream. This shift has nothing to do with "the way young people view personal relationships in the age of Facebook, MySpace and Twitter" (and not just because teens don't use Twitter in significant numbers yet). And this is certainly not because teens are being "shaped" by these technologies such that they "consider friendship the highest form of compliment, making dating, and sometimes even high school love, irrelevant." Even in the context of the article, the supposed experts and teens are voicing very different explanations for what's going on.
School dances have traditionally been structured around mating rituals, dating back to a point in time when parents encouraged teens to go on such structured dates in order to find the ideal partner. This is no longer the era in which we live. Parents are no longer encouraging serious relationships in high school; quite the opposite. Even teens are no longer treating high school as the place to find their future husband/wife. Decades ago, teen dating turned into a different kind of ritual, one driven by status and validation and decoupled from pair bonding. While not having a date had long been stigmatized, the cost became purely social rather than marriage.
For decades after school dances were about pair bonding, teens scrambled to get dates to school dances purely as a form of plumage - a prom date was simply proof that one wasn't a social pariah. Many teens went to school dances with people with whom they had no sexual relations whatsoever. Yet, by the 1990s, LGBT pressures started mounting actions against heteronormative dynamics at school dances. Some schools started allowing same-sex partners to go to school dances together. In some places, teen girls started repurposing this "freedom" to opt to go to the school dance with their best friend even though there was no romantic interest involved. The date-based school dance ritual began crumbling decades ago in different ways across the country. Thankfully, schools caught up and many stopped requiring dates to attend. This, in turn, motivated many teens to eschew dates altogether.
If you're an adult, think back to your own teenage years. How many of you hated your homecoming or prom date? How many of you went with a friend of the opposite sex with no romantic feelings? How many of you stressed about finding a date, keeping a relationship going long enough to make it to the dance, or otherwise dealing with the potential dramas of being single for the dance? Now, imagine if the school said that you no longer needed to have a date. And imagine if the social norms caught up so that not having a date was not a stigmatized reality. Would you have gone with friends and simply had a good time? Hell yeah you would've.
What's happening is not a radical shift in teen friendship practices. It's about the collapse of an outmoded, outdated mating ritual. It has nothing to do with technology. It has everything to do with social norms relieving unnecessary pressures that no one liked anyhow. Teens aren't going date-less because friendship is suddenly more important. Teens are going date-less because it's socially acceptable and teens haven't wanted the pressure to have a date for decades. Dating is much simpler when you don't have to secure a date for an important night months ahead of time and then fret about the possibility that that tenuous relationship might fall apart. Even teens who are dating would prefer to buy a single ticket, go with their friends, and meet up with their significant other at the event.
Why this is so shocking to people is beyond me. Teen dances are finally looking more like 20-something dances than images of dances from the 1950s. How do 20-somethings to to bars, clubs, and other events that involve dancing? They gather with their friends, and go out en masse. Those who are dating include their significant other in the group and there are often networks of connections to other groups going out. The fact that teens are modeling 20-somethings should not be surprising to anyone. Teens have long modeled up. Why shouldn't they be modeling contemporary practices instead of those that only exist in the movies?
Please... can we get real about teens? Can we please realize that what they're doing is totally logical given broader societal norms and not some radical cognitive change?
PS: Teens are still dating and many find having a significant other to be important. Some value that sig-other more than they value their friends, but the old sayings of "bros before hos" and "chicks before dicks" still stand in most communities. But to think that teen dating is gone is completely foolish. Just because teens don't want "dates" doesn't mean that they don't want sig-others.
teens dating friendship courtship rituals dances
Last week, Pew released a report on "Teens, Video Games, and Civics" that made its way around the web (see posts by Mimi Ito, Amanda Lenhart, Cathy Davidson). Briefly, some findings:
- Almost all (97%) of teens play games. They play many different kinds of games and gender is a salient factor.
- Gaming is often social and teens often game with people they know.
- Parental monitoring of game play varies.
- Teens encounter both pro-social and anti-social behavior while gaming.
- There are civic dimensions to video game play.
I want to follow-up on that last finding and the connected findings because it's important. Games are regularly referenced as proof that the world is ending. The stereotypical image of a gamer is an oily-haired, pimply-faced geeky boy with no social skills or interest in human interaction. The prevalence of gaming amongst youth dispels that notion, but there is still a myth that those who game are anti-social. As such, it is often assumed that gaming makes people anti-social, anti-community, anti-civic.
Pew's findings show that there is no correlation between civic/political activity and gaming. In other words, high participation in gaming does not decrease civic participation. That said, gaming characteristics and in-person social gaming are correlated with civic engagement. Likewise, in-depth participation that involves social interaction related to the game (like participating in forums) is also correlated with civic engagement. Most importantly, "civic gaming experiences are more equally distributed than many other civic learning opportunities" because teens can get access to civic gaming experiences even when they can't get access to other forms of civic life.
In other words, participation in gaming does not cause a decrease in civic participation and, if anything, certain forms of gaming activity are correlated with civic engagement (although causality cannot be determined).
All too often, we blame technology for the downfall of society. Gaming has long been the super demon, the crux of media effects panics. It's fantastic to have a study to point to that conclusively shows that our fears make no sense. Yet, this also raises important questions:
- If there are correlations between civic engagement and gaming practices, can we engender certain forms of civic participation through gaming? In other words, is the link connected to other factors or is there an element of causality at play?
- If we understand that teens with certain practices are more likely to be civically minded, can we tap them there for other forms of civic engagement?
- Are there ways to design games that encourage civically minded participation?
- What will it take for people to stop fearing games and realize that learning takes place beyond the classroom?
gaming civics report
MacArthur has announced its second Digital Media & Learning Competition. The focus this year is on participatory learning and they are giving awards in two categories:
- Innovation in Participatory Learning Awards will support projects that demonstrate new modes of participatory learning, in which people take part in virtual communities, share ideas, comment on one another's projects, and advance goals together. Successful projects will promote participatory learning in a variety of environments: through the creation of new digital tools, modification of existing ones, or use of digital media in some other novel way. Submissions will be accepted from applicants in Canada, People's Republic of China, India, Japan, Mexico, the Netherlands, Nigeria, Russia, Singapore, South Africa, the United Kingdom, and the United States, countries in which HASTAC or MacArthur have significant experience. Winners will receive between $30,000 and $250,000.
- Young Innovator Awards are designed to encourage young people aged 18-25 to think boldly about "what comes next" in participatory learning and to contribute to making it happen. Winners will receive funding to do an internship with a sponsor organization to help bring their most visionary ideas from the "garage" stage to implementation. For this competition cycle, submissions will only be accepted from applicants in the United States. Winners will receive between $5,000 and $30,000.
For more information and to participate, check out the competition's website.
learning competition grant award newmedia macarthur
I am pleased to announce that John Palfrey and Urs Gasser's Born Digital: Understanding the First Generation of Digital Natives is out in the wild! This book grows out of the digital natives project at the Berkman Center (with which I am loosely affiliated). "Born Digital" investigates what it means to grow up in a mediated culture and the ways in which technology inflects issues like privacy, safety, intellectual property, media creation, and learning.
Intended for broad audiences, "Born Digital" creates a conversation between adult concerns, policy approaches, technological capabilities, and youth practice. This is not an ethnography, but JP and Urs build on and connect to ongoing ethnographic research concerning digital youth culture. This is not a parent's guide, but JP and Urs's framework will benefit any parent who wishes to actually understand what's taking place and what the implications are. This is not a policy white paper, but policy makers would be foolish to ignore the book because JP and Urs provide a valuable map for understanding how the policy debates connect to practice and technology. The contribution "Born Digital" makes is in the connections that it makes between youth practices, adult fears, technology, and policy. If you care at all about these issues, this book is a MUST-READ.
To buy the book, click here. Also, check out the Born Digital website for more information. And if you live in Seattle, SF, Boston, or DC, stay tuned for book-related events in your area.
To the academics in the room....
I want to take a moment to address the academics and academic-minded that read this blog because I know that many of you are very wary of pop books in this area. I also know how much y'all hate the term "digital natives" and I too feel my skin crawl when that term emerges. When I first learned about this book, I was very wary. I didn't know JP or Urs at the time and I didn't want to offend, but I reached out with a few of my concerns. To my astonishment, JP invited me to sit down with him and hash out my thoughts. Thus began a discussion that has truly shaped my thinking about these issues and has made me deeply appreciate this book and what it's doing. Said conversation is also how I got involved in efforts to leverage my scholarship to make change.
From the beginning, JP acknowledged that the term "digital natives" is hugely problematic, but also pointed out that it's the kind of term that makes interventions possible. Society and mass media has already done the othering and rather than pretend as though this wasn't happening, they wanted to tackle it head-on. Throughout the book, they bring up adult fears, myths, and techno-phobic frameworks in order to dismantle, ground, and/or situate them. This is not an academic intervention, but a socio-political one. They purposefully and intentionally take an approach that speaks to those who are doing the othering, those who are thinking "kids these days..." At first, I was very resistant to their approach, but the more time I spent with parents, teachers, and policy makers, the more that I realized how effective such a tactic is.
Academics tend to err on the side of nuance and precision, eschewing generalizations and coarse labels. This is great for documenting cultural dynamics, but not so great for making interventions. Creating an impression, an image in the minds of those who are fearful requires more than accurate data. It requires a compelling story and a framework that can replace the boogie monster. This is why polemics tend to speak in extremes. They key to using generalizations responsibly is to work hard to make certain that the impressions rendered are as representative of cultural frames as bloody possible. It's easy to convince people to generalize from extremes; it's much harder to get them to build images from what's normative.
Combatting pre-existing images requires more than accuracy, more than nuance. It requires either a new more-sticky image or a reworking of the original image. By working inside the frame of "digital natives," JP and Urs seek to ground that concept through a realistic image of practice. Reclaiming a term does not relieve it of all of its baggage, but it is a service to discourse if you can accept that the term won't just disappear by ignoring it. Once it's grounded, nuance becomes possible in entirely new ways.
I had the great honor of being able to read an early draft and provide feedback. I've read lots of parenting guides and white papers and other pop culture coverage of these issues. What struck me about "Born Digital" is how well it is connected to what is actually going on, how well it speaks to the research that we do. It's not sensationalist or extreme, but very even-handed. They move between different perspectives to try to paint a full picture. Sometimes, they are too patient with idiotic perspectives, but that's when I breathe and remind myself that telling people that their ideas are stupid is not a good intervention tactic. Sometimes they are also too techno-centric, but once again, this makes sense if you recognize what they're trying to do. Of course, the only reason that these things stick out is that they do such a good job of addressing the practices of the population they map out.
As I got to know JP over the last year, I developed a deep appreciation for his approach to life, the universe, and everything. He tries to help people from different sides see the others' perspective, using whatever tactics are necessary. He's calm, even-handed, and works hard to stay true to cultural complexities. He's the compromiser and he's willing to take the heat in order to help bridge gaps and ease tensions. This shines through in "Born Digital." As I read the book in the context of its mission, my wariness slipped away. They've done a tremendous job of building on what we know and connecting it to systems of power.
If you're an academic and you choose to pick up this book - and I strongly encourage you to do so - try to read it in context. Because it is deeply grounded in research, it might be tempting to see it as an academic book with too few citations. I'd encourage you to resist the critical reflex that comes with being piled higher and deeper and appreciate the ways in which scholarly work is being leveraged as a tool for cultural intervention. I think that JP and Urs have done an astonishing job and believe that they deserve our deepest gratitude. I for one am VERY thankful of their efforts to make change based on what we know instead of what we fear.
Internet technology culture youth digitalnatives
Although I've always been eh about most scifi, I've grown increasingly fond of young adult science fiction and scifi focused on teens. There's something fun in reading about teens running around trying to save the world. I can thank/blame Cory Doctorow for most of this because he's the one who got me hooked on reading it. So I'm super super super stoked to announce that his first young adult scifi book is on the shelves.
Little Brother is the story of a group of friends who are in the middle of an alternate reality game when a terrorist attack shakes San Francisco. They are whisked off by homeland security as potential terrorists; after a horrible few days, three of the four are released. And thus begins the tale of a group of teens who declare war on DHS. Beneath the fun YA story is a critique of the war on terrorism and a how-to guide that teaches teens how to be culture and tech hackers and jammers. It's really geekalicious. I was fortunate enough to read the manuscript, but I've just ordered the book so that I can reread it. I really recommend checking it out - it's quite fun and entertaining.
I also have to give Cory kudos for introducing me to my favorite new teen book series - Uglies, Pretties, Specials, and Extras by Scott Westerfeld. Westerfeld's series does the most awesomest job at breaking down contemporary society's ideas of beauty, status, and reputation. In Tally Youngblood's world, everything is about finally turning 16 and being allowed to become "pretty" through plastic surgery that makes you look as cool as everyone else who is 16. Being an ugly teenager sucks; being a pretty means getting access to everything and having all of the fun. Only, perhaps there might be a cost to being pretty?
While the first three focus on pushing against society's valuation of the beautiful, the fourth introduces a new and "improved" world... where everyone in society is ranked based on how often people talk about them and "kickers" (aka bloggers) are obsessed with getting to the top. Needless to say, attention/reputation-based economies don't come out the way that we might imagine them to be. (Translation: this series deconstructs both of our most "valuable" economies today - the economy of the beautiful AND the purportedly merit-based attention/reputation-economy. Sooooo good! And such fun world-saving kickass girl characters!)
For those of you who aren't familiar with young adult sci fi, think of it as energizing brain candy. You can finish most YA books on a cross-country flight and they are far far far better than the movies that they show. And besides, they leave you with a youthful grin on your face.
books scifi recommendations
Folks who have been following the online safety debates know that the Attorneys General and MySpace agreed to work together and with other relevant social actors to develop a Joint Statement on Key Principles of Social Networking Safety. Not surprisingly, they wanted a "neutral" party to lead this endeavor. Guess what? John Palfrey (executive director of the Berkman Center), Dena Sacco (former federal prosecutor in child exploitation cases) and I (the lovable author here) have agreed to co-direct the "Internet Safety Technical Task Force." Our mandate is to develop recommendations for approaching online safety. The Task Force will bring together a variety of different organizations with different stakes to work out the best approach. Some of the tech companies involved include: MySpace, Facebook, Xanga, Bebo, AOL, Yahoo!, Microsoft, Google, Linden Lab, Loopt, AT&T, Comcast, and Verizon. The Task Force also includes the Attorneys General, organizations dedicated to online safety or children's safety, and various vendors.
For more info, Berkman issued a press release and the NYTimes offers more info on their site.
Those who know me are probably thinking WTF? It's true - both online safety issues and anything involving politics tend to agitate me. At the same time, I actually think that I can make a difference by trying to help these different groups find common ground and come up with a solution that will work for them while not further disintegrating the rights and freedoms of youth. As a youth advocate, I feel that I need to not shirk away from these types of things, but get involved so as to make certain that youth's voices are heard by those trying desperately to protect them. This is not to say that I don't believe in child safety - oh boy do I ever - but that I also believe that safety efforts can and should be executed in a non-opressive manner. This is what prompted me to agree to co-direct this endeavor with two amazing legal scholars who understand youth issues from complementary points of views. It should be fun, or at least an educational roller coaster. No doubt you'll hear more about it as we proceed.
safety taskforce
I had just finished giving a talk about youth culture to a room full of professionals who worked in the retail industry when a woman raised her hand to tell me a story. It was homecoming season and her daughter Mary was going to go to homecoming for the first time. What fascinated this mother was that her daughter's approach to shopping was completely different than her own.
Using Google and a variety of online shopping sites, Mary researched dresses online, getting a sense for what styles she liked and reading information about what was considered stylish that year. Next, Mary and her friends went to the local department store as a small group, toting along their digital cameras (even though they're banned). They tried on the dresses, taking pictures of each other in the ones that fit. Upon returning home, Mary uploaded the photos to her Facebook and asked her broader group of friends to comment on which they liked the best. Based on this feedback, she decided which dress to purchase, but didn't tell anyone because she wanted her choice to be a surprise. Rather than returning to the store, Mary purchased the same dress online at a cheaper price based on the information on the tag that she had written down when she initially saw the dress. She went for the cheaper option because her mother had given her a set budget for homecoming shopping; this allowed her to spend the rest on accessories.
Mary's mother was completely flabbergasted by the way in which her daughter moved seamlessly between the digital and physical worlds to consume clothing. More confusing to this mother, a professional in retail, was the way in which her daughter viewed her steps as completely natural.
In the 1980s, Alan Kay declared that, "technology is anything that wasn't around when you were born." In other words, what is perceived as technology to adults is often ubiquitous if not invisible to youth. In telling this story, Mary's mother was perplexed by the technology choices made by her daughter. Yet, most likely, Mary saw her steps in a practical way: research, test out, get feedback, purchase. Her choices were to maximize her options, make a choice that would be socially accepted, and purchase the dress at the cheapest price. Her steps were not about maximizing technology, but about using it to optimize what she did care about.
Examining e-commerce, many businesses have found that people use online sources to research what it is that they want to buy. Few people purchase cars online, but many more research their options there. Online shopping sites are assumed to support offline purchasing. Yet, for Mary and other teens that I've met, the opposite is also true: they are visiting stores to research what they want so that they can purchase it online at a cheaper venue. The stores allow them to touch, feel, and try on material goods, while the digital world helps them find the cheapest option without running from store to store.
Teens' interest in shopping is not simply about consuming material goods. For many, sites of consumerism are the only venues available for hanging out with friends. Malls, outlets, and box stores regularly emerged as places where teens could meet each other to hang out. Because security often shoos teens who are loitering away, they get into the habit of window shopping, fondling items for sale as though they may purchase them, and trying on clothes just so that they can appear to be at the shop for a reason. When they have money, they often do buy something, but most teens who hang out in shopping venues have nothing to spend - they simply want a place to hang out with their friends.
Teens who spend a lot of time hanging out around shopping spaces begin to know what each store is selling and have a sense of how often they update their inventory. As Nick (16) explained, "we'll go in the hat store and look at different kind of hats they got. It's a lot to do, but sometimes it gets boring 'cause if you go there enough, you start, 'Oh, I saw that last week. They got the same stuff.' Sometimes it's really boring to go in there and you see the same stuff over, and over, and over again." New inventory makes the "task" of window shopping much more interesting.
While shopping to hang out is a popular American teen past time, it also has a reputation amongst some parents for being a venue for troubled kids to gather. In talking with parents, I often heard references to drugs, alcohol, cigarettes, gangs, and "the wrong crowd" as reasons for why they did not allow their children to hang out at the local mall. After intense amounts of pressure from her daughter, one mother did begin allowing her 14-year old to go with her friends to an outdoor mall under one condition: she would sit in Starbucks and her daughter would have to check in every 20 minutes. Not surprisingly, the daughter was not thrilled, but consented because it was her only option. Still, many parents refuse to let their kids go to the mall to hang out.
Teens do lie to their parents to get around this restriction. One girl told me that she and her friends had their parents drop them off at the movie theater adjacent to the mall. She would research the movie ahead of time so that she could report back afterwards. She would walk into the theater with her friends and wait until her parents left before going to the mall to meet up with others who had less restrictive parents. She would make sure to be back at the theater before the movie finished. This practice is not new to this generation, but it still highlights how critical shopping venues are for social gatherings.
Online shops do not have the same hangout appeal and the majority of teens that I've met who visit them do so with a purpose. They go to buy something specific and usually with their parents consent because of the credit card requirements. Online shopping is primarily task-centric, while offline shopping is primarily social-centric.
All the same, some teens still value consumption as an end in itself. As Shean (17) explained, "I want to get my own job and start my own stuff and make my own money, a lot of it, so that I can buy whatever I want. I want to be one of those people that can just walk in and say I want that and that and that." To Shean, all that matters is having the stuff because that's what it means to "live luxurious."
When it comes to teen culture, consumerism is still rampant, although shopping is primarily about socialization. Aside from how the mobile phone allows groups to coordinate, technology is not really altering the tradition of hanging out in consumer places. What it is altering is the ways in which teens research and purchase things that they know they want.
Blog entry is a Fieldnote for the Digital Youth Project
consumption teens shopping