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“Young People, Ethics
And
The New Digital Media”
FINAL EXAMINATION QUESTIONS
Paññāsāstra University of Cambodia
Sīla Samādhi Paññā
Commitment to Excellence
Questions: Terminology
1. What is cyberspace?
2. What is the Internet?
3. What is New Digital Media
(NDM)?
4. What does “online” mean?
5. Participatory culture
Questions: Good Play
6. What constitutes an ethical issue
in the new digital media good
play?
7. What is “play” in the news media?
8. The difference between work and
play.
9. Some of the benefits on online
play
10. The conceptual anchors of Ethics
of Play
Questions: Identity
11. What are the ethical fault lines
in the new digital media?
12. What is identity?
13. What is privacy?
14. What are ownership and
authorship?
15. What is credibility?
16. What is participation?
Questions: Privacy
16. What is privacy?
17. What are the distinct properties of
the Internet bearing on privacy in
new ways?
18. What is privacy to young people
and how do they understand it?
19. What is culture of disclosure?
20. What are some of the online
strategies?
Questions: Ownership & Authorship
21. Intellectual Property Rights
22. Plagiarism
23. Ownership and authorship are
protected by law. [True/False]
24. Percentage of American
cheating culture
25. Teen’s view and belief about
ownership and authorship
Questions: Credibility
26. What are the two kinds of
credibility?
27. What is credibility?
28. What does credential say?
29. What is young people’s
credibility?
30. What does “low barriers to
participation” mean?
Questions: Participation
31. What is participation?
32. What are the three aspects of
participation?
33. Why are sanctions for rule
violations necessary to be placed
on youth in certain settings such
as school?
34. What is offline participation?
35. What is online participation?
Questions: Conclusion
36. Virtual experience for personal
transformation
37. What are the norms in new digital
media?
38. What is good play?
39. How are young people’s stances
shaped?
40. What are the five key sets of
factors affecting youth ethical
stances?
Terminology
1. What is cyberspace?
The visual realm in which
interactive activities take place.
2. What is the Internet?
The visual realm in which
interactive activities take place.
Terminology
3. What is New Digital Media
(NDM)?
The actual technologies that people
use to connect with one another—
including mobile phones, personal
digital assistants (PDAs), game
consoles, and computers connected
to the Internet.
4. What does Online mean?
The visual realm in which interactive
activities take place.
Terminology
5. What do we mean by
“participatory”?
User-contributed content, such as
videos posted on YouTube.
6. Participatory Culture:
A culture of creation and sharing,
mentorship, and civic engagement
that is emerging online, especially
among teens.
Terminology
Participatory Culture: A culture with
relatively low barriers to artistic
expression and civic engagement,
strong support for creating and sharing
one’s creations, and some type of
informal mentorship whereby what is
known by the most experienced is
passed along to novices. A participatory
culture is also one in which members
believe their contributions matter, and
feel some degree of social connection
with one another (at the least, they care
what other people think about what they
have created).
Terminology
7. What is a Web 2.0?
The 2nd generation Internet
technologies that permit, indeed
invite, people to create, share, and
modify online content (Carrie
James et al., 2009, p. 6).
Introduction
8. What are the five core issues
salient in the new media?
1. Identity
2. Privacy
3. Ownership & authorship
4. Credibility
5. Participation (Carrie James et
al., 2009, p. 5).
Introduction
9. What are frontiers?
Frontiers are open spaces; they
often lack comprehensive and
well-enforced rules & regulations
and thus harbor both tremendous
promises and significant perils.
(Carrie James et al., 2009, p. 6).
Introduction
10. If leveraged properly, the
Internet can be a powerful tool for
promoting social responsibility.
[True]
11. The new media’s capabilities
to promote evil might be in equal
proportion to their capacities to
promote good. [True] (Carrie
James et al., 2009, pp. 7-8).
Introduction
12. Describe the optimist’s and skeptic’s
positions on new digital media.
Optimist Moore (2003) points to the
“worldwide peace campaign” of millions of
interconnected people who are working for
social issues and human rights as a
“beautiful” example of “emerging democracy”
in cyberspace, while skeptic Keen describes
the Internet as “a chaotic human
arrangement with few, if any, formal
social pacts. “ (Carrie James et al., 2009, p.
8).
Introduction
13. The new media pose
qualitatively different risks and
opportunities. [True]
References
James, Carrie, Davis, Katie, Flores,
Andrea,
Francis, John, Pettingill, Linsay,
Rundle, Margaret, and Gardner,
Howard. (2009). Young People, Ethics,
and the New Digital Media.
Cambridge, MA: The MIT Press.
Document File Location
File:
ETHICS_JOURNALISM/YRM_introduction_(L1).pptx
Date: December 19, 2013
Course: Journalistic Principles and Ethics (ENGL
403)
2 The “Good Play” Approach
6. What constitutes an ethical
issue?
What constitutes an ethical issue
is deliberately broad and
includes respect & disrespect,
morality & immorality, individual
behavior, role fulfillment, and
positive (civic engagement), and
negative (deception &
plagiarism) behaviors.
The “Good Play” Approach
7. What is “play” in the news
media?
As in the physical world, play in the
news media includes gaming, but
we also include activities such as
instant messaging, social
networking on Facebook and
MySpace, participation in fan fiction
groups, blogging, and content
creation (including video sharing
through sites such as YouTube).
The “Good Play” Approach
8. The difference between work and play.
Many of these leisure-time activities fall
arguably in a grey area between work & play.
 For example, blogging can be instrumental
& global-directed, constitute training for
jobs, and lead directly to paid work.
 Our conception of play encompasses such
activities because they often start out as
hobbies that are undertaken in informal,
“third spaces” without the support and
constraints of (adult) supervisors, without
rewards from teachers, and without explicit
standards of conduct and quality.
The “Good Play” Approach
 The Ethics of Play may be seen
more difficult to discern because
(depending on the activity)
participants do not necessarily
come to it with consensual goals
and values.
 Play can be experienced by
players as both “utterly absorbing”
and yet low stakes—a free activity
standing quite consciously outside
‘ordinary’ life” and, by implication,
“outside morals.”
The “Good Play” Approach
 As Geertz (1972) so
convincingly argued, play
(particularly “deep play”)
emerges from and serves as
a “metasocial commentary”
on the culture in which it
occurs.
The “Good Play” Approach
 Play in the New Digital Media is
fraught with different (and
perhaps greater) ethical
potentials and perils than offline
play because participants can be
anonymous, assume a fictional
identity, and exit voluntary
communities, games, and
cyberworlds whenever they
please.
The “Good Play” Approach
9. Some of the benefits on
online play
At the same time, online play is
carried out in a digital public before
a sometimes vast and unknowable
audience so that a young person’s
YouTube mash-up can begin as a
fun after-school activity and in short
order become the object of ridicule
or even a spark for serious political
deliberation around the world.
The “Good Play” Approach
10. The conceptual
anchors of Ethics of Play
 To guide our efforts in the
Ethics of Play, we rely on
the following conceptual
anchors:
The “Good Play” Approach
1. Respect & Ethics: Our principal
focus in Ethics, but this discussion also
considers its close ally, respect. The
distinction between the 2 concepts is
worth noting. As we define it, respect
involves openness to differences,
tolerance of others, and civility toward
people, whether or not they are personally
known. The respectful person gives
others the benefit of the doubt. Respect or
disrespect can be observed by and
directed toward very young children and
will soon be recognized as such.
The “Good Play” Approach
In contrast, ethics presupposes the
capacity for thinking in abstract terms
about the implications of a given
course of action for one’s self, group,
profession, community, nation, and
world. For example, “I am a reporter.
What are my rights and
responsibilities?” or “I am a citizen of
Boston. What are my rights and
responsibilities to and for others that
are attached to one’s role in a given
context.
The “Good Play” Approach
2. Roles & Responsibilities: At the
heart of ethics is responsibility to others
with whom one interacts through various
roles, including student, athlete, worker,
professional, community resident, citizen,
parent, and friend. Such role can be
transposed to new media activities where
youth are game players (akin to the athlete
or team member role), online community
members (citizens), bloggers (writers or
citizen journalists), and social networkers
(friends). Regardless of the context
The “Good Play” Approach
(offline or online, social or work),
Ethics are part of one’s membership in
a group, the roles that one assumes,
and the responsibilities that are stated
or implied therein.
3. Emic & Etic: The distinction
between Emic (internal) and Etic
(external) is taken from anthropology
and linguistics. It allows us to
distinguish between an individual’s
phenomenological experience and a
trained observer’s
The “Good Play” Approach
interpretations of her/his words &
actions. Young people may not
have an emic (internal) awareness
of themselves as playing out
various roles, offline and online.
However, from an etic (external)
perspective, they are assuming
roles as students, employees at
work, and children to their parents;
such roles carry implicit, if not
explicit,
The “Good Play” Approach
responsibilities. Accordingly,
online conduct can have broad
consequences that are not
easily grasped by young people
and are not transparent to them
as they blog, post photos and
videos on MySpace and
YouTube, and interact with
known or unknown others in
virtual worlds such as Second
Life. (Carrie James et al.,
2009, p. 15)
The “Good Play” Approach
4. Good Play: Accordingly, we
define Good Play as online
conduct that is both meaningful
and engaging to the participant
and responsible to others in the
community in which it is carried
out. We consider how and why
identity, privacy, ownership and
authorship, credibility, and
participation are managed in
responsible or irresponsible
3 Ethical Fault Lines
in the New Digital Media
11. What are the ethical fault
lines in the new digital
media?
The ethical fault lines in the new
digital media are: identity,
privacy, ownership,
credibility, and participation.
Ethical Fault Lines
in the New Digital Media
12. What is identity?
Identity is the ego itself and how one’s self
is represented and managed online.
13. What is privacy?
Privacy is one’s choices about disclosure of
personal information in the digital public,
14. What are ownership and authorship?
Ownership & authorship are one’s relation
to objects, including intellectual property.
Ethical Fault Lines
in the New Digital Media
15. What is credibility?
Credibility is one’s trustworthiness
and assessment of others online.
16. What is participation?
Participation is one’s social
relations, conduct, and membership
in broader communities. (Carrie
James et al., 2009, p. 20)
3.2 Privacy
16. What is privacy?
Privacy refers to how a person’s personal data and
information about others are handled in social
contexts.
 Offline, privacy is generally understood to
mean the retention or concealment of personal
information, and in the US, it is framed as an
entitlement (Carrie James et al., 2009, p. 35).
 The private is kept to oneself or shared only
with close, trusted, face-to-face friends.
 The right to privacy is frequently invoked to
protect sensitive information (such as an
individual’s finances, medical history, and
intimate relations) from public view.
Privacy, Offline, and Online
 Modern privacy statutes in the US, which were
first advocated by Warren and Brandeis
(1890) in the late 19th century, reflect a desire
to protect individuals from exposure to the
public through the press and from
unwarranted search and surveillance by the
state.
 The right to be “let alone” and the right of the
individual to maintain freedom from
authoritative institutions are the main concerns
of current legal statutes dealing with privacy
offline.
 Because the new digital media allow personal
information to be shared with a broad public,
they are making privacy issues more salient
and at the same time altering conventional
understandings of privacy. (Carrie James et
al., 2009, p. 35)
Privacy, Offline, and Online
17. What are the distinct
properties of the Internet
bearing on privacy in new
ways?
Privacy, Offline, and Online
 Boyd (2007) identifies 4 such
properties, including:
1. Persistence (what you post persists
indefinitely)
2. Searchability (you can search for
anyone and find their digital “body”)
3. Replicability (you can copy and
paste information from one context
to another)
4. Invisible Audiences (you can never
be sure who your audience is).
(Carrie James et al., 2009, pp. 35-
36)
Privacy, Offline, and Online
18. What is privacy to young
people and how do they
understand it?
The sharing that is happening in
these spaces does not necessarily
suggest that youth do not value
their own privacy or respect others’
privacy, but it does suggest that
they understand privacy differently
than earlier generations did.
(Carrie James et al., 2009, p. 36)
Privacy, Offline, and Online
 To many young participants, privacy is not
about hiding personal information but
rather involves carefully managing its
disclosure—what is shared, how it is
presented, and who can access it.
19. What is culture of disclosure?
Online, young people are arguably creating a
Culture of Disclosure, meaning distinct beliefs,
norms, and practices that are related to their
online profiles and lives.
 This culture legitimates and guides young
people’s disclosure of personal
information for their intended audiences of
peers. (Carrie James et al., 2009, p. 36)
Privacy, Offline, and Online
 For example, on sites such as
LiveJournal, MySpace, and
Facebook, a young person
carefully chooses which
personal details to disclose
and how the public make use
of this information.
Privacy, Offline, and Online
20. What are some of the online strategies?
Online, a number of strategies—including privacy
settings, selective disclosure, code of switching,
and deception—are used by youth to control the
presentation of their identities and thereby manage
their privacy.
 Most social networking sites have privacy
settings that allows users to limit access to
their profiles to a narrow audience of
confirmed friends, and evidence suggests that
many young people use them.
 According to a recent Pew Internet and
American Life Project survey, 66% of
participants in teen social networking sites
report restricting access to their profiles in
some way (Lenhart and Madden 2007; Carrie
James et al., 2009, p. 37).
Privacy, Offline, and Online
 Participants can also use selective
disclosure: they fill out only a portion of the
fields provided by the site to indicate their
personal information, often omitting details
like last name, city of residence, and so on.
 In another strategy, users may have one
social networking profile to interact with
friends and another less detailed or partly
fictitious profile to interact with strangers.
 An educator with whom we spoke called
this practice Code Switching and noted
that it provides a sense of control by
allowing people to present different
identities in different contexts. (Carrie
James et al., 2009, p. 37)
3.3 Ownership & Authorship
21. Offline Authorship & Ownership are tied to
the legal concept of Property (intellectual or
tangible), which give the ownership and exclusive
Intellectual Property Rights for a work to an
individual or an organization. In short, credit and
profit are given to creators or owners. [True]
22. In schools, Plagiarism Codes help guide
students about the fair use of offline copyrighted
materials and citation styles. [True]
 Most universities have strict Antiplagiarism and
Peer-to-Peer (P2P) Laws but also retain
constitutional and contractual rights to
intellectual freedom and freedom of information
(Putter 2006). (Carrie James et al., 2009, p.
46)
Ownership & Authorship
23. Offline Ownership & Authorship are
well-defined concepts that are protected by
law and reinforced by cultural norms in
corporations and schools. [True]
 The offline stability of these concepts does
not mean that violations of fair authorship
and ownership do not occur there.
 Our previous data (Fischman, Solomon,
Greenspan, and Gardner 2004) suggest
that pressures to succeed, poor peer
norms, and an absence of mentors
contribute to offline transgressions. (Carrie
James et al., 2009, p. 46)
Ownership & Authorship
24. Percentage of American
cheating culture
According to a recent report from the
Jefferson Institute of Ethics (2006), 60%
of high-school-age youth admit to
having cheated on a school test, almost
30% to having stolen from a store, and
33% to having plagiarized from the
Internet for an assignment, providing
further evidence that participating in a
“Cheating Culture” (Callahan 2004) may
be routine for many youth (Carrie
James et al., 2009, p. 46).
Ownership & Authorship
25. Teen’s view and belief
about ownership and
authorship
Technologies allow users to copy
and paste copyrighted materials.
 With this widespread availability
of pay-for-use versions and free
Internet content, software, and
files, determining what is freely
available and what is not can be
confusing. (Carrie James et al.,
2009, pp. 46-47)
Ownership & Authorship
 This confusion may be
accompanied by younger users’
naïve belief that if something is
downloadable, then everybody
can use it without payment.
 Lenhart and Madden (2005)
report that “teens who get music
files online believe it’s unrealistic
to expect people to self-regulate
and avoid free downloading and
file-sharing altogether” (Carrie
James et al., 2009, p. 47).
Ownership & Authorship
3.4 Credibility
26. What are the two kinds of credibility?
We consider 2 faces of credibility here—the
ways in which young people establish their
own credibility and young people’s
capacities for assessing the credibility of
others.
 Although the ability to evaluate others’
credibility is important and can have
ethical implications, our principal
concerns here are the judgments and
actions of young people that affect their
own credibility. (Carrie James et al.,
2009, p. 58)
Credibility, Offline & Online
27. What is credibility?
How do young people decide to present
themselves—their credentials, skills, and
motivations—to various others in various
contexts?
 For our purposes here, credibility is
about being accurate and authentic
when representing one’s competence
and motivations.
 Offline credibility is typically conveyed
through credentials, which are achieved
through education, certification, on-the-
job training, and a reputation for
competence. (Carrie James et al., 2009,
pp. 58-59)
Credibility, Offline & Online
28. What does credential say?
Credentials take time to accrue but, when
achieved, reliably signal competence (Carrie
James et al., 2009, p. 59).
 But credibility is also determined by the
integrity of a person’s interests and
motivations.
 A highly qualified and esteemed medical
doctor who is touting a new drug may not be
deemed credible if s/he is discovered to hold
stock in the drug company.
 Her motivations can be called into question: Is
s/he promoting the drug because in her
professional opinion it is effective or because
s/he has a stake in the company’s profits?
(ibid.)
Credibility, Offline & Online
 Motivations can be difficult to discern, but
they are an important aspect of credibility.
 In the vignette, Maya seems to have good
intentions: She wants to share her
knowledge to help others.
 However, she does not have the
requisite qualifications to work as a
trainer or to publish an article in a
reputable health magazine.
 She has not yet established her credibility
in the offline health and fitness world.
[Prerequisite](Carrie James et al., 2009,
p. 59)
Credibility, Offline & Online
29. What is young people’s credibility?
Credibility is relatively easy to define with
respect to working adults.
 But what does credibility look like among
young people who have not yet completed
their education or entered the workforce?
 Youth signal their credibility in their everyday
activities in various ways.
 In school, a young person demonstrates
competence and good intentions by
completing her/his work diligently and
competently and by achieving good grades
without cutting corners. (Carrie James et al.,
2009, p. 59)
Credibility, Offline & Online
 At home, s/he shows credibility by
competently carrying out her/his chores
and following (most of) her/his parents’
rules.
 With her/his friends, s/he keeps trusted
secrets, provides support, and follows
through on her commitments.
 In her/his community, s/he volunteers at
various events for the sake of the
community.
 Across these contexts, credibility is
achieved through a track record of
fulfilling obligations competently and with
clear and good intentions. (Carrie James
et al., 2009, pp. 59-60)
Credibility, Offline & Online
30. What does “low barriers to
participation” mean?
Certain qualities of the new media,
particularly the absence of visual cues,
affects how credibility is signaled and
assessed online.
 The new media’s hallmark “Low barriers
to participation” (Jenkins et al. 2006)
mean that people with diverse
backgrounds, competencies, and
motivations—experts and nonexperts,
honest persons and poseurs alike—can
have a voice in a variety of online spaces.
(Carrie James et al., 2009, p. 60)
3.5 Participation
31. What is participation?
Participation is the culminating ethical
issue in the new digital media, and it
arguably subsumes (include) the issues
of identity, privacy, ownership and
authorship, and credibility.
 Participation centers on the roles and
responsibilities that an individual has in
community, society, and the world.
3.5 Participation
 It takes various forms, including
communication, creation, sharing, and
use of knowledge and information in all
spheres of life—political, economic,
and social. (Carrie James et al., 2009,
p. 67)
Participation, Offline and Online
32. What are the three aspects of
participation?
We consider 3 aspects of participation: 1)
access to a given sphere and to the basic skills
and roles that allow participation in it; 2)
standards of behavior in a given sphere,
including those related to speech and
conceptions of fair play; and 3) proactive
participation, such as content creation and
civic engagement (Carrie James et al., 2009,
pp. 67-68).
 In offline social, economic, and political life,
access to participation is often limited to
those who have certain resources,
credentials, attributes (such as age, race,
Participation, Offline and Online
33. Why are sanctions for rule violations
necessary to be placed on youth in
certain settings such as school?
Young people often have limited access to skills
and to roles that permit a voice in key spheres
of decision making (political, economic,
educational), creation, and distribution of
knowledge and information.
 Constraints limiting the diversity of
participants in those spheres affect the kinds
of issues that are raised, decisions that are
made, and content and knowledge that are
produced.
Participation, Offline and Online
 In addition, implicit and explicit standards of
behavior in formal spaces like schools are
often created and enforced top down by those
in power.
 In such settings, roles, responsibilities, and
sanctions for rule violations are typically
explicit. (Carrie James et al., 2009, p. 68)
Participation, Offline and Online
34. What is offline participation?
However, participation offline requires real-
time, physical presence—attending rallies,
distributing leaflets, volunteering at soup
kitchens, and so on.
 In offering new, asynchronous ways to
participate and inviting everyone to have a
voice, the new digital media may be
contributing to a resurgence of the
voluntary association model (Gardner
2007).
Participation, Offline and Online
35. What is online participation?
Online, the role of participant is available to
anyone with consistent access to the
technologies that make the new media
(which are increasingly available through
public libraries, schools, computer
clubhouses, and so on) and to the skills
(technical and social) to navigate them.
Participation, Offline and Online
 Second, standards of behavior online are
less explicit, and many participants resist
the notion of constructing standards for
fear that they would undercut freedom of
expression (Pilkington 2007).
 Third, a distinctive feature of new media
is displayed in Web 2.0, which allows
online content to be modified by users
(Carrie James et al., 2009, p. 69).
 Participation is not limited to those with
specific credentials and attributes (race,
class, sex, age, and so on) (ibid.).
Participation, Offline and Online
 Thus, online spaces provide opportunities to
move beyond consumption and reaction to the
proactive creation of content, including music,
video, journalism, and identities (Floridi and
Sanders 2005, Jenkins 2006).
 Proactive participation can include ethically
neutral creations (such as posting a video of
oneself throwing a Frisbee) as well as ethically
principled ones (including political blogging,
citizen journalism, and serious game design).
Participation, Offline and Online
 The latter activities are forms of engagement
and examples of cybercitizenship that are
motivated by civic purposes, such as
promoting a particular cause or viewpoint,
sharing information with a broader public, and
encouraging deliberation and collective
problem solving. (Carrie James et al., 2009,
pp. 69-70).
4 Conclusion: Toward Good Play
36. If we cultivate our
awareness of what stands
behind our screen personae, we
are more likely to succeed in
using virtual experience for
personal transformation. [True]
Conclusion: Toward Good Play
37. What are the norms in new digital
media?
In social networking sites, blogs, games, and
other online communities that comprise the
digital media, specific norms appear to be
emerging around self-representation and self-
expression; disclosure of personal information;
creation, appropriation, and sharing of content;
and conduct with others.
 Some of these norms—such as identity
deception, either for play or for safety’s
sake—carry ethical stakes and suggest that
distinct “ethical mind” may be emerging
(Carrie James et al., 2009, p. 79).
A Model of Good Play
38. What is good play?
We define “good play” as meaningful
and socially responsible participation
online (Carrie James et al., 2009, p.
80).
 The contested and evolving nature
of issues such as privacy,
ownership, and authorship
suggest that it is premature to
define what constitutes socially
responsible, ethical, or good play
and its opposite—irresponsible,
unethical participation.
A Model of Good Play
39. How are young people’s stances
shaped?
Even so, certain factors are likely to contribute
to a given individual’s mental model or ethical
stance around such issues.
 Our research and reflection have shown us
that the ethical stances of young people are
shaped by how they manage their identities
and privacy, regard ownership and
authorship, establish their credibility, treat
others, and consider broader civic issues as
they participate in online spaces. (Carrie
James et al., 2009, p. 80)
Figure: Youth Ethical
Stances
40. What are the five key sets
of factors affecting youth
ethical stances?
5 key sets of factors are implied
in these ethical stances (see
Figure).
Figure: Youth Ethical
Stances
Civic Engagement on YouTube
Questions
 What is ethical participation in online
communities?
 What standards of behavior on sites like
YouTube guide youth conduct?
 What ethical codes guide how content is created
and shared?
 Do the new media create new opportunities for
civic engagement?
 In what ways are young people assuming the
role of citizen online?
 Are distinct responsibilities implied by
cybercitizenship?

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Journalistic principles and ethic yem final-exam_qa_(l5-12)

  • 1. “Young People, Ethics And The New Digital Media” FINAL EXAMINATION QUESTIONS Paññāsāstra University of Cambodia Sīla Samādhi Paññā Commitment to Excellence
  • 2. Questions: Terminology 1. What is cyberspace? 2. What is the Internet? 3. What is New Digital Media (NDM)? 4. What does “online” mean? 5. Participatory culture
  • 3. Questions: Good Play 6. What constitutes an ethical issue in the new digital media good play? 7. What is “play” in the news media? 8. The difference between work and play. 9. Some of the benefits on online play 10. The conceptual anchors of Ethics of Play
  • 4. Questions: Identity 11. What are the ethical fault lines in the new digital media? 12. What is identity? 13. What is privacy? 14. What are ownership and authorship? 15. What is credibility? 16. What is participation?
  • 5. Questions: Privacy 16. What is privacy? 17. What are the distinct properties of the Internet bearing on privacy in new ways? 18. What is privacy to young people and how do they understand it? 19. What is culture of disclosure? 20. What are some of the online strategies?
  • 6. Questions: Ownership & Authorship 21. Intellectual Property Rights 22. Plagiarism 23. Ownership and authorship are protected by law. [True/False] 24. Percentage of American cheating culture 25. Teen’s view and belief about ownership and authorship
  • 7. Questions: Credibility 26. What are the two kinds of credibility? 27. What is credibility? 28. What does credential say? 29. What is young people’s credibility? 30. What does “low barriers to participation” mean?
  • 8. Questions: Participation 31. What is participation? 32. What are the three aspects of participation? 33. Why are sanctions for rule violations necessary to be placed on youth in certain settings such as school? 34. What is offline participation? 35. What is online participation?
  • 9. Questions: Conclusion 36. Virtual experience for personal transformation 37. What are the norms in new digital media? 38. What is good play? 39. How are young people’s stances shaped? 40. What are the five key sets of factors affecting youth ethical stances?
  • 10. Terminology 1. What is cyberspace? The visual realm in which interactive activities take place. 2. What is the Internet? The visual realm in which interactive activities take place.
  • 11. Terminology 3. What is New Digital Media (NDM)? The actual technologies that people use to connect with one another— including mobile phones, personal digital assistants (PDAs), game consoles, and computers connected to the Internet. 4. What does Online mean? The visual realm in which interactive activities take place.
  • 12. Terminology 5. What do we mean by “participatory”? User-contributed content, such as videos posted on YouTube. 6. Participatory Culture: A culture of creation and sharing, mentorship, and civic engagement that is emerging online, especially among teens.
  • 13. Terminology Participatory Culture: A culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one’s creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. A participatory culture is also one in which members believe their contributions matter, and feel some degree of social connection with one another (at the least, they care what other people think about what they have created).
  • 14. Terminology 7. What is a Web 2.0? The 2nd generation Internet technologies that permit, indeed invite, people to create, share, and modify online content (Carrie James et al., 2009, p. 6).
  • 15. Introduction 8. What are the five core issues salient in the new media? 1. Identity 2. Privacy 3. Ownership & authorship 4. Credibility 5. Participation (Carrie James et al., 2009, p. 5).
  • 16. Introduction 9. What are frontiers? Frontiers are open spaces; they often lack comprehensive and well-enforced rules & regulations and thus harbor both tremendous promises and significant perils. (Carrie James et al., 2009, p. 6).
  • 17. Introduction 10. If leveraged properly, the Internet can be a powerful tool for promoting social responsibility. [True] 11. The new media’s capabilities to promote evil might be in equal proportion to their capacities to promote good. [True] (Carrie James et al., 2009, pp. 7-8).
  • 18. Introduction 12. Describe the optimist’s and skeptic’s positions on new digital media. Optimist Moore (2003) points to the “worldwide peace campaign” of millions of interconnected people who are working for social issues and human rights as a “beautiful” example of “emerging democracy” in cyberspace, while skeptic Keen describes the Internet as “a chaotic human arrangement with few, if any, formal social pacts. “ (Carrie James et al., 2009, p. 8).
  • 19. Introduction 13. The new media pose qualitatively different risks and opportunities. [True]
  • 20. References James, Carrie, Davis, Katie, Flores, Andrea, Francis, John, Pettingill, Linsay, Rundle, Margaret, and Gardner, Howard. (2009). Young People, Ethics, and the New Digital Media. Cambridge, MA: The MIT Press.
  • 21. Document File Location File: ETHICS_JOURNALISM/YRM_introduction_(L1).pptx Date: December 19, 2013 Course: Journalistic Principles and Ethics (ENGL 403)
  • 22. 2 The “Good Play” Approach 6. What constitutes an ethical issue? What constitutes an ethical issue is deliberately broad and includes respect & disrespect, morality & immorality, individual behavior, role fulfillment, and positive (civic engagement), and negative (deception & plagiarism) behaviors.
  • 23. The “Good Play” Approach 7. What is “play” in the news media? As in the physical world, play in the news media includes gaming, but we also include activities such as instant messaging, social networking on Facebook and MySpace, participation in fan fiction groups, blogging, and content creation (including video sharing through sites such as YouTube).
  • 24. The “Good Play” Approach 8. The difference between work and play. Many of these leisure-time activities fall arguably in a grey area between work & play.  For example, blogging can be instrumental & global-directed, constitute training for jobs, and lead directly to paid work.  Our conception of play encompasses such activities because they often start out as hobbies that are undertaken in informal, “third spaces” without the support and constraints of (adult) supervisors, without rewards from teachers, and without explicit standards of conduct and quality.
  • 25. The “Good Play” Approach  The Ethics of Play may be seen more difficult to discern because (depending on the activity) participants do not necessarily come to it with consensual goals and values.  Play can be experienced by players as both “utterly absorbing” and yet low stakes—a free activity standing quite consciously outside ‘ordinary’ life” and, by implication, “outside morals.”
  • 26. The “Good Play” Approach  As Geertz (1972) so convincingly argued, play (particularly “deep play”) emerges from and serves as a “metasocial commentary” on the culture in which it occurs.
  • 27. The “Good Play” Approach  Play in the New Digital Media is fraught with different (and perhaps greater) ethical potentials and perils than offline play because participants can be anonymous, assume a fictional identity, and exit voluntary communities, games, and cyberworlds whenever they please.
  • 28. The “Good Play” Approach 9. Some of the benefits on online play At the same time, online play is carried out in a digital public before a sometimes vast and unknowable audience so that a young person’s YouTube mash-up can begin as a fun after-school activity and in short order become the object of ridicule or even a spark for serious political deliberation around the world.
  • 29. The “Good Play” Approach 10. The conceptual anchors of Ethics of Play  To guide our efforts in the Ethics of Play, we rely on the following conceptual anchors:
  • 30. The “Good Play” Approach 1. Respect & Ethics: Our principal focus in Ethics, but this discussion also considers its close ally, respect. The distinction between the 2 concepts is worth noting. As we define it, respect involves openness to differences, tolerance of others, and civility toward people, whether or not they are personally known. The respectful person gives others the benefit of the doubt. Respect or disrespect can be observed by and directed toward very young children and will soon be recognized as such.
  • 31. The “Good Play” Approach In contrast, ethics presupposes the capacity for thinking in abstract terms about the implications of a given course of action for one’s self, group, profession, community, nation, and world. For example, “I am a reporter. What are my rights and responsibilities?” or “I am a citizen of Boston. What are my rights and responsibilities to and for others that are attached to one’s role in a given context.
  • 32. The “Good Play” Approach 2. Roles & Responsibilities: At the heart of ethics is responsibility to others with whom one interacts through various roles, including student, athlete, worker, professional, community resident, citizen, parent, and friend. Such role can be transposed to new media activities where youth are game players (akin to the athlete or team member role), online community members (citizens), bloggers (writers or citizen journalists), and social networkers (friends). Regardless of the context
  • 33. The “Good Play” Approach (offline or online, social or work), Ethics are part of one’s membership in a group, the roles that one assumes, and the responsibilities that are stated or implied therein. 3. Emic & Etic: The distinction between Emic (internal) and Etic (external) is taken from anthropology and linguistics. It allows us to distinguish between an individual’s phenomenological experience and a trained observer’s
  • 34. The “Good Play” Approach interpretations of her/his words & actions. Young people may not have an emic (internal) awareness of themselves as playing out various roles, offline and online. However, from an etic (external) perspective, they are assuming roles as students, employees at work, and children to their parents; such roles carry implicit, if not explicit,
  • 35. The “Good Play” Approach responsibilities. Accordingly, online conduct can have broad consequences that are not easily grasped by young people and are not transparent to them as they blog, post photos and videos on MySpace and YouTube, and interact with known or unknown others in virtual worlds such as Second Life. (Carrie James et al., 2009, p. 15)
  • 36. The “Good Play” Approach 4. Good Play: Accordingly, we define Good Play as online conduct that is both meaningful and engaging to the participant and responsible to others in the community in which it is carried out. We consider how and why identity, privacy, ownership and authorship, credibility, and participation are managed in responsible or irresponsible
  • 37. 3 Ethical Fault Lines in the New Digital Media 11. What are the ethical fault lines in the new digital media? The ethical fault lines in the new digital media are: identity, privacy, ownership, credibility, and participation.
  • 38. Ethical Fault Lines in the New Digital Media 12. What is identity? Identity is the ego itself and how one’s self is represented and managed online. 13. What is privacy? Privacy is one’s choices about disclosure of personal information in the digital public, 14. What are ownership and authorship? Ownership & authorship are one’s relation to objects, including intellectual property.
  • 39. Ethical Fault Lines in the New Digital Media 15. What is credibility? Credibility is one’s trustworthiness and assessment of others online. 16. What is participation? Participation is one’s social relations, conduct, and membership in broader communities. (Carrie James et al., 2009, p. 20)
  • 40. 3.2 Privacy 16. What is privacy? Privacy refers to how a person’s personal data and information about others are handled in social contexts.  Offline, privacy is generally understood to mean the retention or concealment of personal information, and in the US, it is framed as an entitlement (Carrie James et al., 2009, p. 35).  The private is kept to oneself or shared only with close, trusted, face-to-face friends.  The right to privacy is frequently invoked to protect sensitive information (such as an individual’s finances, medical history, and intimate relations) from public view.
  • 41. Privacy, Offline, and Online  Modern privacy statutes in the US, which were first advocated by Warren and Brandeis (1890) in the late 19th century, reflect a desire to protect individuals from exposure to the public through the press and from unwarranted search and surveillance by the state.  The right to be “let alone” and the right of the individual to maintain freedom from authoritative institutions are the main concerns of current legal statutes dealing with privacy offline.  Because the new digital media allow personal information to be shared with a broad public, they are making privacy issues more salient and at the same time altering conventional understandings of privacy. (Carrie James et al., 2009, p. 35)
  • 42. Privacy, Offline, and Online 17. What are the distinct properties of the Internet bearing on privacy in new ways?
  • 43. Privacy, Offline, and Online  Boyd (2007) identifies 4 such properties, including: 1. Persistence (what you post persists indefinitely) 2. Searchability (you can search for anyone and find their digital “body”) 3. Replicability (you can copy and paste information from one context to another) 4. Invisible Audiences (you can never be sure who your audience is). (Carrie James et al., 2009, pp. 35- 36)
  • 44. Privacy, Offline, and Online 18. What is privacy to young people and how do they understand it? The sharing that is happening in these spaces does not necessarily suggest that youth do not value their own privacy or respect others’ privacy, but it does suggest that they understand privacy differently than earlier generations did. (Carrie James et al., 2009, p. 36)
  • 45. Privacy, Offline, and Online  To many young participants, privacy is not about hiding personal information but rather involves carefully managing its disclosure—what is shared, how it is presented, and who can access it. 19. What is culture of disclosure? Online, young people are arguably creating a Culture of Disclosure, meaning distinct beliefs, norms, and practices that are related to their online profiles and lives.  This culture legitimates and guides young people’s disclosure of personal information for their intended audiences of peers. (Carrie James et al., 2009, p. 36)
  • 46. Privacy, Offline, and Online  For example, on sites such as LiveJournal, MySpace, and Facebook, a young person carefully chooses which personal details to disclose and how the public make use of this information.
  • 47. Privacy, Offline, and Online 20. What are some of the online strategies? Online, a number of strategies—including privacy settings, selective disclosure, code of switching, and deception—are used by youth to control the presentation of their identities and thereby manage their privacy.  Most social networking sites have privacy settings that allows users to limit access to their profiles to a narrow audience of confirmed friends, and evidence suggests that many young people use them.  According to a recent Pew Internet and American Life Project survey, 66% of participants in teen social networking sites report restricting access to their profiles in some way (Lenhart and Madden 2007; Carrie James et al., 2009, p. 37).
  • 48. Privacy, Offline, and Online  Participants can also use selective disclosure: they fill out only a portion of the fields provided by the site to indicate their personal information, often omitting details like last name, city of residence, and so on.  In another strategy, users may have one social networking profile to interact with friends and another less detailed or partly fictitious profile to interact with strangers.  An educator with whom we spoke called this practice Code Switching and noted that it provides a sense of control by allowing people to present different identities in different contexts. (Carrie James et al., 2009, p. 37)
  • 49. 3.3 Ownership & Authorship 21. Offline Authorship & Ownership are tied to the legal concept of Property (intellectual or tangible), which give the ownership and exclusive Intellectual Property Rights for a work to an individual or an organization. In short, credit and profit are given to creators or owners. [True] 22. In schools, Plagiarism Codes help guide students about the fair use of offline copyrighted materials and citation styles. [True]  Most universities have strict Antiplagiarism and Peer-to-Peer (P2P) Laws but also retain constitutional and contractual rights to intellectual freedom and freedom of information (Putter 2006). (Carrie James et al., 2009, p. 46)
  • 50. Ownership & Authorship 23. Offline Ownership & Authorship are well-defined concepts that are protected by law and reinforced by cultural norms in corporations and schools. [True]  The offline stability of these concepts does not mean that violations of fair authorship and ownership do not occur there.  Our previous data (Fischman, Solomon, Greenspan, and Gardner 2004) suggest that pressures to succeed, poor peer norms, and an absence of mentors contribute to offline transgressions. (Carrie James et al., 2009, p. 46)
  • 51. Ownership & Authorship 24. Percentage of American cheating culture According to a recent report from the Jefferson Institute of Ethics (2006), 60% of high-school-age youth admit to having cheated on a school test, almost 30% to having stolen from a store, and 33% to having plagiarized from the Internet for an assignment, providing further evidence that participating in a “Cheating Culture” (Callahan 2004) may be routine for many youth (Carrie James et al., 2009, p. 46).
  • 52. Ownership & Authorship 25. Teen’s view and belief about ownership and authorship Technologies allow users to copy and paste copyrighted materials.  With this widespread availability of pay-for-use versions and free Internet content, software, and files, determining what is freely available and what is not can be confusing. (Carrie James et al., 2009, pp. 46-47)
  • 53. Ownership & Authorship  This confusion may be accompanied by younger users’ naïve belief that if something is downloadable, then everybody can use it without payment.  Lenhart and Madden (2005) report that “teens who get music files online believe it’s unrealistic to expect people to self-regulate and avoid free downloading and file-sharing altogether” (Carrie James et al., 2009, p. 47).
  • 55. 3.4 Credibility 26. What are the two kinds of credibility? We consider 2 faces of credibility here—the ways in which young people establish their own credibility and young people’s capacities for assessing the credibility of others.  Although the ability to evaluate others’ credibility is important and can have ethical implications, our principal concerns here are the judgments and actions of young people that affect their own credibility. (Carrie James et al., 2009, p. 58)
  • 56. Credibility, Offline & Online 27. What is credibility? How do young people decide to present themselves—their credentials, skills, and motivations—to various others in various contexts?  For our purposes here, credibility is about being accurate and authentic when representing one’s competence and motivations.  Offline credibility is typically conveyed through credentials, which are achieved through education, certification, on-the- job training, and a reputation for competence. (Carrie James et al., 2009, pp. 58-59)
  • 57. Credibility, Offline & Online 28. What does credential say? Credentials take time to accrue but, when achieved, reliably signal competence (Carrie James et al., 2009, p. 59).  But credibility is also determined by the integrity of a person’s interests and motivations.  A highly qualified and esteemed medical doctor who is touting a new drug may not be deemed credible if s/he is discovered to hold stock in the drug company.  Her motivations can be called into question: Is s/he promoting the drug because in her professional opinion it is effective or because s/he has a stake in the company’s profits? (ibid.)
  • 58. Credibility, Offline & Online  Motivations can be difficult to discern, but they are an important aspect of credibility.  In the vignette, Maya seems to have good intentions: She wants to share her knowledge to help others.  However, she does not have the requisite qualifications to work as a trainer or to publish an article in a reputable health magazine.  She has not yet established her credibility in the offline health and fitness world. [Prerequisite](Carrie James et al., 2009, p. 59)
  • 59. Credibility, Offline & Online 29. What is young people’s credibility? Credibility is relatively easy to define with respect to working adults.  But what does credibility look like among young people who have not yet completed their education or entered the workforce?  Youth signal their credibility in their everyday activities in various ways.  In school, a young person demonstrates competence and good intentions by completing her/his work diligently and competently and by achieving good grades without cutting corners. (Carrie James et al., 2009, p. 59)
  • 60. Credibility, Offline & Online  At home, s/he shows credibility by competently carrying out her/his chores and following (most of) her/his parents’ rules.  With her/his friends, s/he keeps trusted secrets, provides support, and follows through on her commitments.  In her/his community, s/he volunteers at various events for the sake of the community.  Across these contexts, credibility is achieved through a track record of fulfilling obligations competently and with clear and good intentions. (Carrie James et al., 2009, pp. 59-60)
  • 61. Credibility, Offline & Online 30. What does “low barriers to participation” mean? Certain qualities of the new media, particularly the absence of visual cues, affects how credibility is signaled and assessed online.  The new media’s hallmark “Low barriers to participation” (Jenkins et al. 2006) mean that people with diverse backgrounds, competencies, and motivations—experts and nonexperts, honest persons and poseurs alike—can have a voice in a variety of online spaces. (Carrie James et al., 2009, p. 60)
  • 62. 3.5 Participation 31. What is participation? Participation is the culminating ethical issue in the new digital media, and it arguably subsumes (include) the issues of identity, privacy, ownership and authorship, and credibility.  Participation centers on the roles and responsibilities that an individual has in community, society, and the world.
  • 63. 3.5 Participation  It takes various forms, including communication, creation, sharing, and use of knowledge and information in all spheres of life—political, economic, and social. (Carrie James et al., 2009, p. 67)
  • 64. Participation, Offline and Online 32. What are the three aspects of participation? We consider 3 aspects of participation: 1) access to a given sphere and to the basic skills and roles that allow participation in it; 2) standards of behavior in a given sphere, including those related to speech and conceptions of fair play; and 3) proactive participation, such as content creation and civic engagement (Carrie James et al., 2009, pp. 67-68).  In offline social, economic, and political life, access to participation is often limited to those who have certain resources, credentials, attributes (such as age, race,
  • 65. Participation, Offline and Online 33. Why are sanctions for rule violations necessary to be placed on youth in certain settings such as school? Young people often have limited access to skills and to roles that permit a voice in key spheres of decision making (political, economic, educational), creation, and distribution of knowledge and information.  Constraints limiting the diversity of participants in those spheres affect the kinds of issues that are raised, decisions that are made, and content and knowledge that are produced.
  • 66. Participation, Offline and Online  In addition, implicit and explicit standards of behavior in formal spaces like schools are often created and enforced top down by those in power.  In such settings, roles, responsibilities, and sanctions for rule violations are typically explicit. (Carrie James et al., 2009, p. 68)
  • 67. Participation, Offline and Online 34. What is offline participation? However, participation offline requires real- time, physical presence—attending rallies, distributing leaflets, volunteering at soup kitchens, and so on.  In offering new, asynchronous ways to participate and inviting everyone to have a voice, the new digital media may be contributing to a resurgence of the voluntary association model (Gardner 2007).
  • 68. Participation, Offline and Online 35. What is online participation? Online, the role of participant is available to anyone with consistent access to the technologies that make the new media (which are increasingly available through public libraries, schools, computer clubhouses, and so on) and to the skills (technical and social) to navigate them.
  • 69. Participation, Offline and Online  Second, standards of behavior online are less explicit, and many participants resist the notion of constructing standards for fear that they would undercut freedom of expression (Pilkington 2007).  Third, a distinctive feature of new media is displayed in Web 2.0, which allows online content to be modified by users (Carrie James et al., 2009, p. 69).  Participation is not limited to those with specific credentials and attributes (race, class, sex, age, and so on) (ibid.).
  • 70. Participation, Offline and Online  Thus, online spaces provide opportunities to move beyond consumption and reaction to the proactive creation of content, including music, video, journalism, and identities (Floridi and Sanders 2005, Jenkins 2006).  Proactive participation can include ethically neutral creations (such as posting a video of oneself throwing a Frisbee) as well as ethically principled ones (including political blogging, citizen journalism, and serious game design).
  • 71. Participation, Offline and Online  The latter activities are forms of engagement and examples of cybercitizenship that are motivated by civic purposes, such as promoting a particular cause or viewpoint, sharing information with a broader public, and encouraging deliberation and collective problem solving. (Carrie James et al., 2009, pp. 69-70).
  • 72. 4 Conclusion: Toward Good Play 36. If we cultivate our awareness of what stands behind our screen personae, we are more likely to succeed in using virtual experience for personal transformation. [True]
  • 73. Conclusion: Toward Good Play 37. What are the norms in new digital media? In social networking sites, blogs, games, and other online communities that comprise the digital media, specific norms appear to be emerging around self-representation and self- expression; disclosure of personal information; creation, appropriation, and sharing of content; and conduct with others.  Some of these norms—such as identity deception, either for play or for safety’s sake—carry ethical stakes and suggest that distinct “ethical mind” may be emerging (Carrie James et al., 2009, p. 79).
  • 74. A Model of Good Play 38. What is good play? We define “good play” as meaningful and socially responsible participation online (Carrie James et al., 2009, p. 80).  The contested and evolving nature of issues such as privacy, ownership, and authorship suggest that it is premature to define what constitutes socially responsible, ethical, or good play and its opposite—irresponsible, unethical participation.
  • 75. A Model of Good Play 39. How are young people’s stances shaped? Even so, certain factors are likely to contribute to a given individual’s mental model or ethical stance around such issues.  Our research and reflection have shown us that the ethical stances of young people are shaped by how they manage their identities and privacy, regard ownership and authorship, establish their credibility, treat others, and consider broader civic issues as they participate in online spaces. (Carrie James et al., 2009, p. 80)
  • 76. Figure: Youth Ethical Stances 40. What are the five key sets of factors affecting youth ethical stances? 5 key sets of factors are implied in these ethical stances (see Figure).
  • 78. Civic Engagement on YouTube Questions  What is ethical participation in online communities?  What standards of behavior on sites like YouTube guide youth conduct?  What ethical codes guide how content is created and shared?  Do the new media create new opportunities for civic engagement?  In what ways are young people assuming the role of citizen online?  Are distinct responsibilities implied by cybercitizenship?