Thursday, April 21, 2016
New Media Studies: “Democracy, Civic Engagement, and Activism & Reima...
New Media Studies: “Democracy, Civic Engagement, and Activism & Reima...: Because of the far reach of participatory culture, Henry explains that “these communities encourage conversations about social and politica...
“Democracy, Civic Engagement, and Activism & Reimagining Participatory Culture” by Henry Jenkins, Mizuko Ito, and danah jenkins
Because of the far reach
of participatory culture, Henry explains that “these communities encourage
conversations about social and political change” (152). His focus on “the civic
imagination” involves youth and all members of online communities’ ability and
responsibility to make change happen. Henry remembers how Star Trek in the 1960’s,
and his fandom associates, served to transform him politically. Sharing with us
his highly segregated childhood, it is understandable how television offered
such exciting and multicultural benefits. Later, he relays his grad school
mentor’s writings about teen girls and Madonna, illustrating the early signs of
third-wave feminism. As Henry’s involvement with fandom increased, he observed
people applying skills from their hobby to political activities AND witnessed
Madonna fans evolve into feminists asserting authority through their everyday
lives. Because Henry’s background is in political science, these must have been
immensely exciting observations and connections.
His MAPP team is very
focused on both locating and supporting the many
change movements involving youth in today’s society. I applaud these efforts,
as my political orientation is limited (but quite liberal) and several of the
movements started online by youths are impressive. The Dreamer movement is one
that stands out in particular, and their utilization of technology—especially when
so many of them had no digital
access in their homes. That shows extreme determination; working on school
equipment and public libraries means you only have access when those computers
are available. The ownership displayed by their actions as they organized the
platform, kept their goals in sight despite great resistance, and were not
afraid to use their voice, serves as an important model for others to follow.
Henry is right about student governments being limited; they are not really a “stepping
stone” because the students voice is not really heard. Youths who take
leadership seriously should try running a fan convention or step up on a
political issue of concern as these actions and activities have weight,
responsibilities, and repercussions to be considered. This forces them to think
outside of their personal space and become civic-minded individuals. The point
danah makes is essential: “In most…gaming environments participants must learn
how to negotiate productivity with people, including strangers” (164). This
represents a fantastic growth opportunity for our youth and the chance to grasp
the tools and skills needed to become a civic-minded person.
I was fascinated by the
Harry Potter Alliance (HPA)—this is such an awe-inspiring form of activism.
Andrew Slack, its founder, cleverly crafted an amazing model and integrated fandom
and activism into its core. I had no idea, or perhaps never gave it the thought
it deserved, of how powerful a force fandom has been through history. Henry’s
review was quite an eye-opener. Star Trek was a staple in our home back when I
was a wee one, and never did we know it was almost cancelled (I personally was a
Lost in Space fan, but eventually grew into Star Trek…).The power of fan
communities like HPA is greatly intensified by their media skills and the use
of social networks to bind them together globally. Mimi again reminds us that
in the gaming world, this type of connectivity is the norm which makes sense as
they use those platforms to test their skills against other gamers across the
globe. I couldn’t agree more with danah’s “three key pillars” for youth
empowerment; safety, skills, and opportunities. These simple but necessary guidelines
set the scene for activism to occur, but safely
Henry’s mention of the
Harry Potter rides and the “size” issue was a source of concern but he is right
to suggest that fans do their thing. If they would exert pressure on Universal
Studios to make the changes needed in order to accommodate fans of various
sizes and shapes, the outcome would benefit everyone involved. Skills acquired
through fandom status could eventually change the world if properly directed!
Finding out that Superman
is an illegal alien was not exactly news, but I prefer to think of him as a
proud immigrant who just happens to be “a strange being from another planet…”
Just remember he now fights for global justice because we are a global world
(but he is still faster than a speeding bullet…).
The Kony 2012 campaign
was quite a success—but one the people behind it were not prepared to handle.
That sadly included the youths who passed it along to promote its message
without really having a grasp of its information. The safety step was not
considered here. The “It Gets Better” campaign danah speaks of had an even more
serious backlash. Its creators may have meant well but LGBTQ youths posting
videos online placed themselves at the mercy of mainstream society—and teen
peers can be the most merciless. The necessity
of the safety factor being first on the list, as danah implicitly states, is blatantly
visible here, when teen suicides are the result. A safe space has to be
implemented before putting anything up for public scrutiny. Anonymous via 4Chan
is a group with muscle and it takes on some weighty issues. I believe these are
wonderful strides and there are adults as well as youths in these forums, but safety should always be regarded as
the first step Young people will not embrace politics, but rebellion has been a
teen turn-on for centuries. Using safe measures to move youths towards cultural
change is a step towards political action, and a dynamic of greater appeal.
Chapter 7 “Reimagining
Participatory Culture” reviews all the key elements discussed within this text.
They state “Participatory culture is by its very nature a work in progress”
(180). Their attraction to this ever-changing concept began through fandom
(Henry), geek culture (Mimi), and various subcultural identities (danah),
coupled with the fact they all wanted to promote greater educational
opportunities through the use of media. The always changing state of the
phenomenon known as participatory culture is what keeps it alive and continually
challenges its participants to create new opportunities. The authors agree it
has no particular political orientation, is both descriptive and aspirational,
and is always about people---technology is the tool used to reach them. Capitalism
exists as corporations want their hand in anything if there is money to be made.
Our scholars do reassure us that many aspects of participatory culture are “quite
resistant to capitalism” (185). Most important it is “an evolving concept, that
always gets read in relation to existing practices and norms” (186). The
conversations in this book were both informative and impassioned as these
scholars discussed projects so close to their hearts. These concepts and
platforms are inspirational and hold great promise for our youth as well as the
rest of us online nerds. Hopefully these conversations will be the starting
point for even more participation and greater results.
NetProv, Air-B-N-Me, Periscope and my hidden life as a lurfer...
Air-B-N-Me, Netprov, and
Periscope have been the source of fun, silliness, connectivity and creativity.
Which is great because they all began as a source of confusion, frustration,
and one major disappointment when we (those who began early) learned that Periscope is
extremely temporary, and our videos for swapping purposes were gone! Initially,
the confusion was a result of the novelty of this game; once I realized that,
my frustration left instantly. It is always fun to be the first group to try a
new concept out and that is exactly what we did. My first timid steps were
spent creating my profile. I struggled with what attributes to give my
character, how offbeat she might be, and read over the samples offered to solve
my dilemma. My character is very similar to me, had I stayed in dance and NOT
stopped to marry and have four kids. I tweaked some things for fun, and made
her name Deb Dupray as a play on “Deb do pray” (and not my alter-ego who works
in adult films Dr. Z, though that may have been more enticing for swapping!)
Once that part was accomplished, the rest was easier and actually became fun. Periscope
was a letdown as getting a video of your hands and feet is not as easy or
entertaining as one would think—the angle is terrible! Many failed attempts
were deleted before any were acceptable to post. Perhaps if I was shorter it
would have been easier but the challenge was a time consuming process, and then
the videos were gone. Sew Nice-or is it?Unfortunately, only this one saved to my phone so I had to create
new posts and different periscope videos to match. However, it was an
inconvenience that ended up being fun as the spirit of NetProv is that
spontaneity associated with improvisation. I became easily hooked because of this
pace.
Because
nobody lurfed my ads, possibly because of the expired Periscope link, I became
the lurfer, and lurfed many and frequently; it became an addiction. If I was
actually paying for these swappertunities, I’d be broke. My first steps were
within my group—Jibaro’s wife and then Destiny, but those were my group
members. I needed to be more daring, and went out into the world of Air-B-N-Me.
So far, I’ve had a lovely beach day which was delightful and turned into a
murder mystery, which I may have been an unwitting accomplice to—it was quite
some fun. And I do not know where the body is, so do not believe anyone…
Other favorites include a musical evening with food and drinks, Shakespeare readings (my favorite), an onstage performance of The Wizard of Oz, and following someone through their classes on the West coast. And most recently, some pet-sitting for Marissa! Now that the game is understood, it’s almost a temptation to go in and lurf the new posts. Some are fun; others are not for me at all. I believe that was the intent, so this whole crazy idea seems to be a success. Adding in some new Periscope videos is now fun and easy for my character as she is based on my life; and here we are! Deck Dancing I added videos and to insure their lifespan, uploaded to YouTube; anyone who knows me will recognize my grandkids and my voice—had to direct the dance class! The fellows who set the guidelines did a great job in anticipating our need to struggle through the first steps in order to then be able to simply run with it and enjoy the game. The similarities of my character does allow classmates a window into my life while remaining anonymous for the masses who are lurfing our ads as we look at theirs. The mild anonymity affords an ability to connect with anyone and respond freely as your character! Some say they’d rather just be themselves on the website, which might be better for them. In all truth, disguised by a thin veil of a character based on ourselves, makes it far easier to reveal what we want to share—as our character--and obscure or distort what is preferred to remain a mystery. Those of us who now know one another’s character names can feel free to post silly things or videos and remain somewhat within the guidelines. This short clip sadly (or safely) went unnoticed...Trampoline Time
Other favorites include a musical evening with food and drinks, Shakespeare readings (my favorite), an onstage performance of The Wizard of Oz, and following someone through their classes on the West coast. And most recently, some pet-sitting for Marissa! Now that the game is understood, it’s almost a temptation to go in and lurf the new posts. Some are fun; others are not for me at all. I believe that was the intent, so this whole crazy idea seems to be a success. Adding in some new Periscope videos is now fun and easy for my character as she is based on my life; and here we are! Deck Dancing I added videos and to insure their lifespan, uploaded to YouTube; anyone who knows me will recognize my grandkids and my voice—had to direct the dance class! The fellows who set the guidelines did a great job in anticipating our need to struggle through the first steps in order to then be able to simply run with it and enjoy the game. The similarities of my character does allow classmates a window into my life while remaining anonymous for the masses who are lurfing our ads as we look at theirs. The mild anonymity affords an ability to connect with anyone and respond freely as your character! Some say they’d rather just be themselves on the website, which might be better for them. In all truth, disguised by a thin veil of a character based on ourselves, makes it far easier to reveal what we want to share—as our character--and obscure or distort what is preferred to remain a mystery. Those of us who now know one another’s character names can feel free to post silly things or videos and remain somewhat within the guidelines. This short clip sadly (or safely) went unnoticed...Trampoline Time
The
other people I’ve lurfed might be anywhere, which is one exciting detail of
this game. The experience is, however, so very much better when people respond BACK! I
was constantly checking to see if anyone had replied or (hopefully) lurfed my
ads. Perhaps they can implement a way to notify the character who has been swapped or lurfed so they can respond quickly as the conversations get funny, crazy, and creative
when the story continues through multiple players. The search box is a huge
help, but doesn’t seem to get all the swaps and lurfs—I began writing them down
but sometimes I would forget if I was having fun—oops! All in all, this was fun
and I wish I would have internet on our trip so I could continue through the
week. But, I started early and have had lots of swappertunities, lurfed many,
and finally had someone swap my
Costume Shop video (nobody wants the ones with my grandkids—guess they know
they can be a handful!) I will be doing this silliness until I leave for the
plane, so here’s my two thumbs-up to Air-B-N-Me!
Thursday, April 14, 2016
Learning and Literacy & Commercial Culture by Henry Jenkins, Mizuko Ito, and danah boyd
In Mimi’s introduction,
she discusses her research and its focus on young people’s use of digital culture. The learning approach she is developing, “connected learning”
is impressive, as well as her investment and its growth among educators. I especially liked her example
of math and its applied practice. So
many people insist they are not proficient at anything mathematical, yet can and
do manage to use math every day; they measure ingredients, pay bills, and
add up groceries, to name a few. Perhaps they had a hard time with classroom
math yet can apply it in their daily actions. This practice is put to the test every
year in my store when local schools bring their students in for “Young Consumers
Day” where students are given a sum of money to shop with and must create a
list they have to shop for. They are split into groups and use their own learning
tools to “shop” and must stay within their budget.
Some use a calculator, pen and
paper, or mental math to keep track of their shopping; teachers and employees, are stationed throughout the store to help but the responsibility is theirs. At the checkout, each group sees if they succeeded
and what they might have to leave off their order. Most do very well as their
teachers do prep them beforehand and they find this practical application much
more fun than the classroom---plus they get tee shirts, lunch, and goodies to take home.
Mimi Ito illustrates a similar learning
experience for “US anime fans” as they gain both knowledge and skills engaging—for
the purpose of this game—with peers from the other side of the world! Learning
Japanese, new digital tools, and more sophisticated writing skills are benefits
they probably would not get in a formal classroom setting. But, through this passion
for a shared interest, they acquire skills and knowledge for the purpose of the
game that can be applied to other learning interests. She does explain the
young people who learn like this are “positive deviants” or a select group who
can successfully use the resources from the game successfully in other areas.
I
believe that most kids, including my own, gain knowledge about anything they
enjoy doing with their peers, online or through other afterschool ventures.
They also take pride using that knowledge in scholarly pursuits because they believe they learned without studying. Peer
learning is as vital as peer review in classrooms; great strides can be made by
this type of learning approach as students are not trying to get a good grade,
but having fun learning a game with their classmates. Even the less confident
students might feel they can take the lead if it’s a game—everyone has an equal
opportunity. The goal is to understand the details of the game so one can get
to the next step; through this process, they are picking up numerous other
skills that can be pointed out later, so they realize their accomplishments.
I was quite impressed by
the work being done in “connected learning” for all students and its predecessor,
the Digital Youth Study. The “wide range of youth interests” (94) really make
this such an exciting platform—I was a dance, music, Theatre and Lit nerd as a teen
myself! My own kids all had different interests, as did their friends, so this variety offers everyone something they will embrace—and will find
peers with similar tastes. I agree with Henry that a classroom which is too
authoritarian leaves little room for a student’s individual voice, or provides a safe
haven to pursue their passions. It seems that Henry uses participatory learning
to define what Mimi Ito refers to as connected learning. Henry explains why it
was introduced as participatory which clarifies the discrepancy; at times, the
back and forth discussion was almost like being with them as they voiced their
opinions. As danah spoke of information overload, I agreed wholeheartedly, and
Henry’s history review brought to light what I was thinking—this has happened
before and probably will again. History does repeat itself and humans do adapt.
I personally cheered for Wikipedia and
their support and here is why; I always go there as I am researching, much like
as a kid, I went to the encyclopedia first as a sound resource. Since research shows
that Wikipedia is at least as good as
Britannica, I do not understand certain educator’s adversity to its use. It is seemingly
more objective than personal discussions and there are always lots of scholarly
sources to pick from that they have referenced
and cited. This can be an incredibly valuable first step in the research process, and Google is now and has been my very best friend.
Loved danah boyd’s historical
review (in chapter 6) on Web 2.0 and how it came on the scene. She seemed to be
right in the thick of it, which was great for me as I really know very little
about that whole period. Her enthusiasm and memories made it come to life, and
Henry’s grasp of how to deal with the very capitalism that danah hates was an
interesting dichotomy. Enjoyed the insight on Mark Zuckerberg that danah gave; I was
rather curious about him and his success. From the conversations in this
section, it is easy to see how danah’s idealism conflicts with the capitalism
she faces in her work. Henry finds a medium to help the capitalists work for
the greater good—to some extent. Mimi seems eternally the optimist, which is a
remarkable quality; together they are informative through their very diverse and often similar experiences in this
growing field.
Saturday, April 9, 2016
Youth Culture, Youth Practices & Gaps and Genres in Participation by Henry Jenkins, danah boyd, and Mimi Ito
The
primary reason people older than these “digital natives” are unfamiliar with
computers is because they don’t want to
learn how to use them. Many people older than me (and I am not a spring
chicken) are far more computer savvy than me, because they either have time, or make time, to navigate the net and then freely communicate online.
It is all a matter of choice, asking questions, and trying something new,
whether you are a tween, teen, or a senior citizen.
The history of teenagers
and their novelty as a targeted group is fascinating and something I have
researched before. Marketing strategies for all ages from babies through teens
is still relatively new and a growing source of income for many types of
business. The availability of internet to most young people lends credence to
the concept that teens are growing up with these technologies. In truth, my
eight year-old grandchildren can both play games on a tablet or computer far
more easily than I can; even the four year-old can operate a child’s version of
a tablet loaded with learning games and songs. That indicates there is some truth to these statements. But
there are specific areas of these technologies more appealing to youth culture,
involving teens and tweens more directly, and these often span both teens and
their parents (and even grandparents. Mimi, danah, and Henry are understandably
concerned with the growth and reach of internet culture.
They recognize the
ways social media provide forums for youth to express themselves and acquire
that sense of autonomy all teens desire. Henry reminisces about the limitations
in schools on software, particularly gaming, that he witnessed with his sons.
Nobody recognized the potential of these games to spawn creativity in youths. I
enjoyed all three authors, but found myself relating easily to Henry; perhaps
his voice sounded the most experienced. I especially enjoyed the reflections of
both Henry and danah on their high school experiences; these reminded me of
many of my feelings during my high school years. My best friend moved to
Massachusetts, so internet would have been a delight; instead we only had long
distance calls and long-awaited visits. One positive outcome was my autonomy
and feelings of independence on those visits, to make new friends, and gain
different perspectives. It was limited but if teens can now explore such things
online, and learn from those experiences, that is a very rich outcome. I,
naturally, wanted to move to where I met wonderful new people, was with my best
friend and her family (where I felt
the happiest) and had fun becoming the Debbie I wanted the world to see. I also
loved my parents and friends at home in Weehawken, and was not actually going
anywhere! But the ability to “find myself” (note: this was a big thing in the 1970’s) became
available by being away from the familiar.
I believe, that teens exploring
online communities and social media can find these same possibilities without
traveling away from home. It can be the best of both worlds if used and not
abused. I enjoyed danah’s escape for that reason—she needed the getaway from
her small town and found it online. Which presents the question of
stranger-danger; as a parent, those possibilities frightened me when my kids
were younger and still do. I knew people who pursued friendships through chat
rooms and there were, and probably still are, some unsavory characters out
there. Precautions must be observed and enforced, but online communities offer
many benefits, particularly to teens. As Henry says: “Young people do not need
adults snooping over their shoulders but they do need people who can watch
their backs” (52).
“Gaps and Genres in
Participation” starts with Mimi leading the discussion, illustrating the
differences in opportunities for internet access depending on economics and
culture. The narrow difference in participatory politics among all races is an
encouraging sign for young people in general. As danah points out, usually the
politics that are “noticed” are those of middle-class, privileged kids, and not
the efforts of the poor or working class teens. The goal is to close that gap
with” well-positioned policies and educational interventions” (73). The
discussion of Muslim youth and their struggle to have a voice is discussed by
Henry; in lieu of recent events, that process sadly faces an ever-widening gap.
Teens have always gone to great lengths to thwart any restrictions placed on
them; when danah began to discuss this topic, I wondered how she knew my
kids…As she talks about T-Mobile, Sidekick and the pre-pay option, I was
convinced she knew my older son. He could not afford an iPhone back then, but
always had to have the newest gadgets and
the connectivity that went with them.
Mimi’s observation
through the Digital Youth Project that: ”lower income teens…had more autonomy,
ingenuity, and resourcefulness” (77) seems very true to form. Having worked
with so many students doing shows in two very different areas, and watching my
own kids and their friends, it does seem the kids with less often take on and show more responsibility. However,
as danah states: ”Knowledge and skills matter little when you don’t have the
social connections to open doors to opportunities” (77). She refers to the
story involving the young man whose gang photos on a MySpace account, probably
to fit in and stay safe in his community, jeopardized his entrance to college,
and ticket out of that society. Looking at his situation illustrates one way connected learning
should help kids improve their online status and connect to
things that will benefit their future goals. This type of learning, and these
skills are essential to future success, both personally and professionally, for
all young people.
Tuesday, April 5, 2016
Defining Participatory Culture by Henry Jenkins, Mizuko Ito, and danah boyd
Just wanted to write my thoughts on the opening chapter; many of these concepts are fairly new to me so I need to see what the "experts" in these fields are both saying and doing! Henry Jenkins creates an
image of participatory culture that is easy to like, defining it as “one which
embraces the value of diversity and democracy through every aspect of our
interactions with each other” (2). A culture that expects and allows us to live,
make decisions, and express individuality as well as camaraderie through a
variety of forums. Jenkins seems to be a voice among voices, much like Howard
Rheingold in this arena. We are guided by Henry through the dialogue he, Mimi
Ito and danah boyd share, illuminating the diversity of their connections to
participatory culture. The widely different perspectives, values, purposes, and
emphases are discussed by these three to the point of argumentation, validating
their individual investments.
Mimi
claims her focus was initially on geeks whereas Henry admittedly focused on fans and "fandom." Mimi
approached media through the learning sciences, where education is perceived
“as an act of participation in communities” (5). She explains in this approach,
the learning and participation emerge from the day-to-day experiences of living
and sharing in communities instead of educational settings. danah’s early
impressions of participatory culture were from Henry, as she was his grad
school student. After moving to San Francisco in the early 2000’s, working on
the early phases of Web 2.0, she began to see the things Henry described in action. The “ground floor” concepts
had blossomed and, judging by the three different perceptions offered here,
taken on many different faces and abilities, dependent on who is speaking.
Henry’s
samba school and its mode of engagement is a dynamic example. Different forms
of learning can now be addressed and directed, as educational settings are expanded
by media’s effective use. Participatory learning was a standard of previous
generations. Desire to learn meant watching, listening, modeling, and then
finding how to express one’s individuality through age-old forms using new
materials and/ or approaches. The passing on of knowledge was a respected
tradition to be upheld. Today’s society has its cultural practices, such as
selfies, a form of self-expression which can reach a larger network. However, this
type of involvement prompts both positive and negative effects.
Participatory media platforms like Henry’s grandmothers
quilting was a source of her society; the realities of her life I find easy to
relate to. It is hard to compare that investment of self to our networked
societies, but with the impersonality of many neighborhoods today, the
reassurance of an online community can present a healthy, participatory media
platform. Here one can share thoughts, ask for advice, and gain support with
the click of a finger. Nobody needs to feel isolated.
Participation and resistance are discussed from a perspective of danah’s early
days in San Francisco when online communities challenged control of powerful
institutions. Henry, at that time, sought to “describe relationship between fans and the
culture around them” (14). He explains, “Fandom” comes from both fascination
and frustration. But Henry cannot understand what resistance people are talking
about. In response, danah elaborates, everyone is attracted to
“communities that are resistant” (14). By this point in their dialogue, I am
clearly with Henry. Alternatives and resistance seem to be interchangeable, and
I am neither resistant nor seeking alternatives at this stage...
The next movement is towards a more participatory
culture; but is media an equal opportunity platform? I don’t imagine completely,
but one can use this as a place, a platform, to establish status.
Unfortunately, one needs a voice that people want to hear before they anyone will listen. Such a status must be owned before the online identity will be heard.
What’s at stake? Our future selves, it seems, as the world becomes ever more
dependent on the media which informs and governs our lives.
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