[TV]TB: Digital Youth

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    [TV]TB: Digital Youth - Presentation Transcript

    1. Digital Youth Una generazione cresciuta nei pubblici connessi
    2. Generazioni digitali E-mail, Usenet Hacker Geek Blog, Wikipedia Digital Youth Social Network, Video Sharing Open Software Open Content 00s 90s 60s-80s Convergenza digitale Web Internet
    3. Networked Publics Niche peer cultures Special Interest Group Ito, M. (2008) Networked Publics : Introduction . In Kazys Varnelis (ed), Networked Publics. Cambridge, MA: MIT Press. Networked and Mobilized P2P Newtorks Telecoons Fandom Io partecipo Networked Digital Media adoption adaptation co-option
    4. Digital Youth and New Media Litaracy Ito, M. (2008) Networked Publics : Introduction . In Kazys Varnelis (ed), Networked Publics. Cambridge, MA: MIT Press. Machinima Mashups Remix Web comics Fansubs Genres of media Social interaction Personal Profile Casual form of online speach Nuanced social norm Video blog
    5. Genres of participation MacArthur Foundation (2008) Living and Learning with New Media: Summary of Findings from the Digital Youth Project . The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning, November 2008. http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-WhitePaper.pdf Friendship-driven Interest-driven Hanging Out Messing Around Geeking Out
    6. Hanging Out peers MacArthur Foundation (2008) Living and Learning with New Media: Summary of Findings from the Digital Youth Project . The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning, November 2008. http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-WhitePaper.pdf social network sites Always on communication i ntegrated with their everyday hanging out practices
    7. American Teen and Social Network Site self and identity boyd, D. (2008) Taken Out of Content. American Teen Sociality in Networket Publics. PhD dissertation. School of Information UC-Berkeley. http:// www.danah.org/papers/TakenOutOfContext.pdf parent and adult peer sociality Technical Properties
    8. Social Network Site boyd, d., Ellison, N. (2007). Social Network Sites: Definition, History, and Scholarship. In Journal of Computer-Mediated Communication, 13(1), Art. 11. Disponibile come documento elettronico all’indirizzo http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html.
      • A genre of social media that allows individual to:
      • construct a public or semi-public profile within a bounded system,
      • articulate a list of other users with whom they share a connection,
      • View and traverse their list of connection and those made by others within the system.
      Facebook ( Harvard-only = status maker) Badoo Flickr ( Photo Sharing ) 2003 Twitter si diffonde in Italia? Facebook si diffonde in Italia Netlog e Badoo si diffondono in Italia Facebook (everyone) Windows Live Spaces Twitter News Corporation acquired MySpace Facebook (hight school networks) YoyTube ( Video Sharing ) Netlog LinkedIn (professional) MySpace ( 20sth urbanites , musician, indie rock band  teen) Friendster (blogger, attendees at the BM art festival, gay man) SixDegrees 2008 2007 2006 2005 2004 2009 2003 2002 1997
    9. Socio-technical changes boyd, D. (2008) Taken Out of Content. American Teen Sociality in Networket Publics. PhD dissertation. School of Information UC-Berkeley. http:// www.danah.org/papers/TakenOutOfContext.pdf Proprietà tecniche 1. persistence 2. searchability 3. replicability 4. scalability Personal Profile Egocentric network extend the social context and peer culture MySpace is like a park Dinamiche 1. invisible audiences; 2. collapsed contexts (Meyrowitz); 3. blurring of public and private.
    10. Writing Onself into Being boyd, D. (2008) Taken Out of Content. American Teen Sociality in Networket Publics. PhD dissertation. School of Information UC-Berkeley. http:// www.danah.org/papers/TakenOutOfContext.pdf Self-reflexive identity production from immagined audience Presentation of self and Impression management (Goffaman) and Bedroom Culture and Fashion Facet of teen’s identity based on the social context Collapsed context Invisible audiences Parents - Teachers College admissions officers Marketers Scammers Phishers Molesters Identity play Security throught obscurity If you’re not on MySpace, you don’t exist
    11. Facebook or MySpace (or none) ? Aestetic minimalism Bourgeois fashion boyd, D. (2008) Taken Out of Content. American Teen Sociality in Networket Publics. PhD dissertation. School of Information UC-Berkeley. http:// www.danah.org/papers/TakenOutOfContext.pdf Flashy style and creative Popular culture Reinforcing offline social categories Mainstream media valorize criticize Rite of passage Early adopters Subcultural capital
      • Non participation
      • oversheduling
      • fear
      • marginalization
      • nonconformity
    12. Power and Control: Intergenerational struggles Creates counterpublics boyd, D. (2008) Taken Out of Content. American Teen Sociality in Networket Publics. PhD dissertation. School of Information UC-Berkeley. http:// www.danah.org/papers/TakenOutOfContext.pdf Parent, teachers, youth pastors Adult behavior as a form of resistance Lack of agency Desire to control control - restriction  or  participation - communication Limiting Privacy Surveillance Learning about social situation Media Horror stories Tv Show To Catch a Predator fear culture moral panic
    13. Teen and Mobile Networked Publics boyd, D. (2008) Taken Out of Content. American Teen Sociality in Networket Publics. PhD dissertation. School of Information UC-Berkeley. http:// www.danah.org/papers/TakenOutOfContext.pdf ubiguity always on communication (dis)locability Independent of and deeply connected to physical location GPS
    14. Friendship and Status boyd, D. (2008) Taken Out of Content. American Teen Sociality in Networket Publics. PhD dissertation. School of Information UC-Berkeley. http:// www.danah.org/papers/TakenOutOfContext.pdf Jockey for status – Negotiate identity – Support How to menage the public display of connection ? Learn how to behave in public with the networked publics in mind
      • Conncetion:
      • Address Book
      • Acces-control list
      • Navigate the social structureSocial context
      • Rapresent identity and status:
      • simbolic display of popularity
      social context social norms Selfish reciprocity amplify the spread of gossip and manigy the cost of bulling
    15. Private/Public Lange, P.G. (2008) Publicly Private and Privately Public: Social Networking on YouTube . In Journal of Computer-Mediated Communication , 13, 361-380. character  Privately public  fans show real identity  Publicly private  close friends became a celeb connect with friends anonimity
    16. Messing Around MacArthur Foundation (2008) Living and Learning with New Media: Summary of Findings from the Digital Youth Project . The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning, November 2008. http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-WhitePaper.pdf Experimentation and exploration Reflexively thinking abot himself and his work Lurk and anonymous participation in social spaces Media creation with digital tools Appropriation Modyfying Copy/paste
    17. Geeking Out MacArthur Foundation (2008) Living and Learning with New Media: Summary of Findings from the Digital Youth Project . The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning, November 2008. http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-WhitePaper.pdf Fandom, gaming, amateur media Intense commitment or engagement with media or technology Interest-Based Communities and Organization Feedback Learning Recognition Reputation
    18. Videogame: né Otaku né Cyberkids Buckingham, D. (2006) Bambini e new media. In Capire i New Media. Culture, comunicazione, innovazione tecnologica e istituzioni sociali. Milano, Hoepli, 2007. Piacere della mascolinità Spazi di gioco (compensa la mancanza di spazi all’aperto) Game boy Game girl potenziale educativo (anche come strategia di marketing) Cultura videoludica come border-work : traccia i confini di genere Azione Lotta tra il bene e il male Ambientazioni fantastiche Comunità d’apprendimento Non è solo questione di accesso fisico ma anche di abilità e competenza – il capitale educativo e culturale - che sono richieste per utilizzare la tecnologia in modo creativo ed efficace
    19. L’evoluzione del fandom Subculture giovanili Un’immagine diversa della cultura degli appassionati rispetto allo stereotipo mediatico. Omogeneizzazione culturale Cosmopolitismo pop Una visione più complessa dell’utopia tecnologia del villaggio globale (McLuhan) e dei timori dell’omogeneizzazione culturale. Minacce Legali Consumatori passivi Gonzi culturali Jenkins, H. (1988) Cosmopolitismo pop. La mappatura dei flussi culturali all’epoca della convergenza dei media.
    20. Fan cosmopolita Jenkins, H. (1988) Cosmopolitismo pop. La mappatura dei flussi culturali all’epoca della convergenza dei media. Il regno dei fan è il veicolo che consente a gruppi subculturali marginalizzati (donne, giovani, gay, e così via) di aprirsi degli spazi per i propri interessi culturali all’interno delle rappesentazioni dominanti . (p.37) Innovazione creativa Solidarietà semiotica Cerco la diversità.
    21. Chick Geek Romanzesco le grandi storie coinvolgimento emotivo ambiente e personaggi PaleoTv Nostalgici NeoTv Razionali Artificiale la fiction seriale il gusto alla ricostruzione di un sistema di elementi interdipendenti Simulatorio narrazione orale la rete sociale diventa risorsa di storie: gli attori fungono da marchi di genere più dei personaggi Aroldi, P., Colombo F., (ed) (2003). Le età della tv. Indagine su quattro generazioni di spettatori italiani. Milano: Vita e Pensiero. MultiTv Disincantati Il fandom televisivo diventa digitale e le chick entrano in rete
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