Presentation Ketnet Kick - Imagion IAMCR


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Presentation at the IAMCR-conference in Paris about the experience of pre-adolescents of online communities through the case of Ketnet Kick

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  • When iwas a little boy, i used to be in a kind of club of friends and together we liked to play games, in these games, tv-shows that we liked, where acted out. It was a great feeling to relive the adventures of the characters and even to invent new stories and chararters. We even made our own props. (when i hear it now, we were kinda geeks) Anyway i believe at that point i was, for the very first time, i was particupating in a community. Maybee this sounds familiar to some of you? Aty least i hope i am not the only one who used to play this kind of geeky games.
  • Presentation Ketnet Kick - Imagion IAMCR

    1. 1. Paper presented at the IAMCR-conference in Paris, July 23-25 Tim Van Lier Dr. Prof. Jo Pierson <ul><ul><ul><li>Re-interpretation of online communities </li></ul></ul></ul><ul><ul><ul><li>by pre-adolescents: </li></ul></ul></ul><ul><ul><ul><li>Ketnet Kick-case </li></ul></ul></ul>
    2. 2. The Era of You! The world has changed… We live in networks, online communities… where people are empowered in the web 2.0.
    3. 3. … A world where children are at the epicentre of the digital world! The world is becoming populated with digital natives.
    4. 4. In this world it is often said that children are becoming adolescents at an earlier age, there is a new phase: pre-adolescence. The internet is a way for children to discover a whole new world, a world beyond their playground. It looks like children are defining users of new media, they are often called media experts.
    5. 5. Is this true?
    6. 6. Goal <ul><li>We want to discover </li></ul><ul><li>the practices of children in (online) communities </li></ul><ul><ul><li>in the so-called network society </li></ul></ul><ul><ul><li>by analyzing an online community, called Ketnet Kick </li></ul></ul><ul><li>and try to start up a community-framework for children. </li></ul>
    7. 7. Overview <ul><ul><li>Introduction </li></ul></ul><ul><ul><ul><li>Setting the scene </li></ul></ul></ul><ul><ul><ul><li>Middle Childhood </li></ul></ul></ul><ul><ul><ul><li>The Netplay Society </li></ul></ul></ul><ul><ul><li>Method </li></ul></ul><ul><ul><ul><li>Ketnet Kick </li></ul></ul></ul><ul><ul><li>Results </li></ul></ul><ul><ul><ul><li>The experience of Ketnet Kick </li></ul></ul></ul><ul><ul><li>Conclusion </li></ul></ul><ul><ul><ul><li>The Imagion </li></ul></ul></ul>
    8. 8. Middle Childhood The Big C’s Competitors Creators Collaborators Collectors Hughes, Piaget, Corsaro PLAY
    9. 9. The netplay society
    10. 10. <ul><li>How do children of middle childhood experience online communities? </li></ul><ul><li>Is there a sense of community and how is it expressed? </li></ul>
    11. 11. <ul><li>Traditional view: ‘ social aggregations that emerge from the Net when enough people carry on . . . public discussions long enough, with sufficient human feeling , to form webs of personal relationships in cyberspace ’ (Rheingold, 2000) </li></ul>Community <ul><li>Alternative views : </li></ul><ul><ul><li>Imagined community (Anderson) </li></ul></ul><ul><ul><ul><li>In sphere of nationalism transposed to the sphere of communities and children </li></ul></ul></ul><ul><ul><li>Interpretative community (Jessen) </li></ul></ul><ul><ul><ul><li>A culture originated between children on a certain subject </li></ul></ul></ul>Online vs offline
    12. 12. Community The essence of a sense of community. We have searched for signs of a sense of community in Ketnet Kick We see a community as a group of people that share a sense of community in a communal space , where interactivity can take place.
    13. 13. Researching Ketnet Kick (KNK) Ketnet Kick: successful game developed by Larian and VRT More than 100.000 players Access with Cd-rom + online <ul><li>Qualitative research </li></ul><ul><ul><li>Literature study </li></ul></ul><ul><ul><li>Diaries </li></ul></ul><ul><ul><li>Six focusgroups </li></ul></ul><ul><ul><li>Ten duo-interviews </li></ul></ul><ul><li>In search of the experience of children </li></ul>This research combines the aspects of online communities and children (from 8 to 10 years old = forerunners of pre-adolescence). Through the case of KNK we will provide new insights about children and communities .
    14. 14. Unfortunately no one can be told what Ketnet Kick is… … you have to see it for yourself!
    15. 15. The community experience of Ketnet Kick From an imagined community… … to an interpretative community
    16. 16. From an imagined community to… <ul><li>Imagination and fun </li></ul><ul><ul><li>Game </li></ul></ul><ul><li>No user-to-user interactivity </li></ul><ul><ul><li>User-to-documents interactivity </li></ul></ul><ul><ul><li>Collaboration through creation (feedback loop) </li></ul></ul><ul><li>Shared symbol </li></ul><ul><ul><li>User-to-system interactivity </li></ul></ul><ul><li>Myth - Mysterious island </li></ul><ul><ul><li>Sense of community </li></ul></ul>
    17. 17. The imagined community <ul><ul><ul><li>Iris (9 years old, PC-specialist): ‘At one point I was standing before a rock far away. A friend from school told me that when you jump very far and you almost fall, you have to jump again at the right time. Then it is possible to reach the mysterious island, because he has reached it many times already. He even found a red bottle. </li></ul></ul></ul><ul><ul><ul><li>Int: ‘So you think that children already have reached the island?’ </li></ul></ul></ul><ul><ul><ul><li>Iris: ‘If it is true of course’ </li></ul></ul></ul>The myth about the mysterious island
    18. 18. … to an interpretative community <ul><li>Often local contact </li></ul><ul><li>With friends </li></ul>Jonas (9 years old, screen entertainment): ‘We always say: ‘How far did you get in the cave game?’, and the one who got the furthest gets a piece of candy on Monday.’ Int: ‘How did you think of that?’ Jonas: ‘We use it with games that have levels, like ‘flying’ or the cave game or the mystery island. Everyone brings three pieces of candy on Monday, and whoever got the furthest in one game, gets one piece of candy from everyone.’ Int: ‘And who thought of that?’ Jonas: ‘We were talking about the game, and at one point, someone said that we could do that.’ Int: ‘That’s fun!’ Jeroen (low screen entertainment): ‘In fact it is stupid, because you can never prove that you got that far…’ Jonas: ‘Yes you can! When you push F7, you can print how far you got in the game!’ <ul><li>Spontaneously </li></ul><ul><li>Collaboration </li></ul>=> Sense of community
    19. 19. Conclusions
    20. 20. The practices of children: <ul><li>Action and play </li></ul><ul><li>Collecting </li></ul><ul><li>Adventurous world </li></ul><ul><li>Creativity </li></ul><ul><li>Imagination </li></ul><ul><li>Ketnet Kick = game => appropriate medium to set up a community for children </li></ul>‘ The cultures of games playing involves an ongoing construction of an ‘interpretive community’ and in this respect it may be better suited to the patterns of children’s play than older media such as books, which one is alone in consuming’ ( Jessen, 1999 ) . Appeal of Ketnet Kick
    21. 21. Online and Offline Towards a hybridization of online and offline The practices of children:
    22. 22. The ‘Imagion’ A new community concept for children of middle childhood <ul><li>Focus: A sense of community (communion) </li></ul><ul><li>Focus: Imagined in the heads of children </li></ul><ul><li>Focus: No user-to-user interactivity </li></ul>A community can be shaped without a focus on communication. We call it: the ‘imagion’.
    23. 23. Questions? Contacts: Tim Van Lier, +32 (0)2 6291890, Tim.Van. [email_address] Jo Pierson, +32 (0)2 6292412, jo . [email_address] . ac . be IBBT Research Group SMIT - Vrije Universiteit Brussel (VUB) Pleinlaan 2, 1050 Brussels (Belgium) Thank you for listening!