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“YOUNG PEOPLE, ETHICS
AND
THE NEW DIGITAL MEDIA”
CONCLUSION: TOWARD GOOD
PLAY
SAM-ANG SAM
BOOK CONTENTS
1 Introduction
2 The “Good Play”
Approach
3 Ethical Fault Lines in the
New Digital Media
4 Conclusion
CHAPTER CONTENTS
4 Conclusion: Toward Good
Play
4.1 A Model of Good Play
4.2 Research on Good Play: The
Need for Deeper Empirical
Study
4.3 Interventions and Supports
for
Good Play: The Need for
Research-Based Interventions
4 Toward Good Play
 Some are tempted to think of life in
cyberspace as insignificant, as escape
or meaningless diversion. It is not.
 Our experiences there are serious play.
 We belittle them at our risk.
 We must understand the dynamics of
virtual experience both to foresee who
might be in danger and to put these
experiences to best use. (Carrie James
et al., 2009, p. 78)
Toward Good Play
 Without a deep understanding of the
many selves that we express in the
virtual, we cannot use our
experiences to enrich the real [Yes?
No?] (Carrie James et al., 2009, p.
78).
 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.
Toward Good Play
 Turkle’s plea for taking virtual worlds
seriously was made back in 1995 in
Life on the Screen: Identity in the Age
of the Internet, her account of
multiuser, online game participants.
 Back then, few might have anticipated
how important—indeed, routine—
virtual interactions would become for
many of us.
Toward Good Play
 Her plea resonates today across a wide
range of spectrum of activities in which youth
and adults are regularly engaged.
 Here, we provide a wide-ranging account of
the ethical issues that we believe to be
emerging in the new digital media.
 This account has been informed by
interviews, emerging scholarship on new
media, and theoretical insights from
anthropology, cultural studies, psychology,
political science, and sociology. (Carrie
James et al., 2009, pp. 78-79).
Toward Good Play
 We have concluded that ethical fault
lines in the digital media resolve
around 5 issues: Identity, Privacy,
Ownership and authorship,
Credibility, and Participation (Carrie
James et al., 2009, p. 79).
 Our account considers evidence that
“digital youth” hold distinct mental
models with respect to these issues
(ibid.).
Toward Good Play
 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).
Toward Good Play
 Despite the widespread participation of
young people in the new digital media,
little research has focused on the ethical
perspectives of young people and their
online pursuit (Carrie James et al.,
2009, p. 79).
 It would be unwise to presume that our
largely adult-informed claims about the
chief ethical fault lines in the new digital
media align neatly with youth’s
perspectives and struggles.
Toward Good Play
 This report therefore is a conceptual starting
point from which we—and, we hope,
others—will launch empirical studies of
young people themselves.
 We expect to revise our initial
conceptualization—the themes and our
understanding of their interrelationships—in
light of our future research, and we expect
that our studies will provide insights as to
whether new frameworks of ethics are
needed to address the opportunities and
risks of our increasingly digital lives.
Toward Good Play
 Furthermore, we hope to
understand whether and how
traditional psychological theories
of moral development may need to
be revised in light of digital
participation by youth at ever-
young ages.
4.1 A Model of 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
 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
 5 key sets of factors are implied in
these ethical stances (see Figure).
Figure: Youth Ethical Stances
A Model of Good Play
 The Affordances of the New
Digital Media: The playground of
the digital media includes the
technologies themselves and the
structural features that invite
participation and affect the likely
forms that it will take (Carrie
James et al., 2009, p. 80).
A Model of Good Play
 As noted and established by other
scholars (e.g., Jenkins et al. 2006),
Web 2.0 technologies encourage
active participation (Carrie James et
al., 2009, p. 80).
 Many games and virtual worlds like
Second Life invite (indeed, rely on)
user contributions, such as
modding of existing games (ibid.).
A Model of Good Play
 Copy and paste functionality
facilitates downloading of content and
information.
 Privacy settings on social networking
sites can help users manage
disclosure of personal information,
yet, the massive scale of the internet
can create an illusory sense of
privacy, safety, and anonymity that
make privacy strategies seem
unnecessary (Huffaker 2006).
A Model of Good Play
 These structural features constitute the
backdrop against which an individual
participates and affect the likely forms
that participation takes.
 For example, digital technologies
themselves could (although most at
present do not) prompt youth to
consider invisible audiences; the
persistence, searchability, and
replicability of online information (Boyd
2007); and the negative effects of
ownership and authorship
transgressions.
A Model of Good Play
 Architects of digital media hold diverse interests,
including education, knowledge sharing, and
profit, and whether explicit or not, these interests
affect the nature of media.
 Technical and New Media Literacies:
Complementing the capabilities of the new media
are the skills and literacies that are required to
use them effectively.
 The expertise of a young person can include
simple knowledge of copy and paste functions,
more advanced HTML programming and game
design skills, and broader media literacy skills.
A Model of Good Play
 Young people who have grown up
exposed to digital technologies can
navigate the Web, manipulate information
and files, and artfully design their
MySpace pages.
 The term copy and paste literacy is often
used to describe these commonly held
aptitudes (Carrie James et al., 2009, p. 82).
 More sophisticated young people may
engage in hacking and modding, some of
which are illegal and some permitted and
encouraged.
A Model of Good Play
 Advanced technical abilities allow a
young person to take full advantage of
the new media technologies, the effects
of which can be either socially positive
or unethical.
 In short, the technologies and literacies
of the new digital media—the impressive
things that the technologies permit
young people to do—may over shadow
ethical questions about what young
people should do.
A Model of Good Play
 Digital youth who possess the cognitive
skills and motivation to consider the
implications of their activities well-poised
to use their powers to engage in good
play (Carrie James et al., 2009, p. 82).
 Yet, the acquisition of these technical,
social, and ethical literacies also
depends on forces (particularly as the
availability of ethical supports such as
mentors and new media literacy
curricula) that might be outside of a
young person’s control.
A Model of Good Play
 Person-Centered Factors: Ethical
stances are also shaped by individual
factors, including a young person’s
cognitive and moral development and
the beliefs, values, and purposes that
s/he brings to her/his online pursuits.
 For an individual to act ethically, s/he
needs to understand possible
consequences for herself/himself, for
others in her/his community, and for
society.
A Model of Good Play
 Such abstract thinking requires certain
cognitive and moral skills, including the
ability to take different perspectives,
think critically about possibilities,
hypotheses about the future, and make
connections between actions and
consequences.
 These skills are gained through
certain kinds of experiences that
often (though not always) come with
age (Kegan 2994, Kohlberg 1981, Turiel
2006) (Carrie James et al., 2009, p. 83).
A Model of Good Play
 With respect to ownership, e.g.,
complex concepts such as copyright
infringement may not be easily
grasped by teens, while older youth
with higher-stage cognitive skills
might be able to identity ethical
dilemmas in authorship and privacy
issues and act accordingly.
 As previously noted, young people
are increasingly confronting these
issues at relatively young age.
A Model of Good Play
 Despite the presence of privacy safeguards
and moderators on its site, Club Penguin is
not immune from problems such as cheating
(Benderoff 2007).
 As with experiences, those within digital
worlds can advance cognitive and moral
development (Bradley 2005).
 Pivotal digital moments, positive or negative,
are learning experiences that potentially
push a young person to consider her/his
actions in a new light and make different
future choices.
A Model of Good Play
 These moments can include
empowering experiences with
cocreation and participation, as well as
negative experiences involving privacy
lapses (oversharing and thereby
harming a friend) or identity play that
deceives and harms another person.
 A young person can assume different
roles within such scenarios (such as
intentional or unintentional perpetrator,
victim, or bystander) and still gain
insights that further her/his moral skills.
A Model of Good Play
 Notwithstanding these valuable
learning experiences, a digitally savvy
child (or teen) cannot be expected to
grasp all of the possible ethical
consequences of her/his choices in
digital publics.
 Equally important to cognitive and
oral capacities are the more stable
beliefs and values held by a young
person, which may stem from the
formative influences of family, religion,
and other sources.
A Model of Good Play
 Additionally, a strong sense of purpose, as
exemplified by our environmentalist Xander, can
endanger (but by no means guarantee) ethical
participation (Bazerman 2006).
 Peer Culture: Both online and offline peer norms
and values constitute powerful influences for
youth.
 Our analysis refers to an online infringing youth
culture, meaning that young digital media users ay
have a sense of entitlement about information and
property that normalizes illegal downloading and
this may infringe on the rights of musicians and
other creators.
A Model of Good Play
 Youth may feel justified in such illicit
activities if their own ownership claims are
ignored (as in the case of game modders) or
may define their actions as robbing the rich
as Robin Hood did.
 We also discuss evidence for the existence
of youth cultures of disclosure that
encourage and reward the sharing of
personal information on social networking
sites and blogs, often aided by practices
such as selective disclosure, deception, or
code switching.
A Model of Good Play
 Peer norms on social networking sites are
powerful.
 Young people study other Facebook users’
profiles, note the kinds of details disclosed,
and often model their own profiles after the
appealing models.
 Social networking sites are becoming
important spaces for the transmission of
cultural tastes through favorite lists (Jason
Kaufman, personal communication, March
22, 2007).
A Model of Good Play
 The desire to be accepted is a
powerful incentive for mimicking other
youth’s profiles and revealing
personal information, often without
considering potentially negative
consequences.
 At the same time, socially responsible
cultures also exist online, and groups
with explicit good play agendas have
emerged.
A Model of Good Play
 Through Teen Angels, youth educate
peers about cyberbullying and
encourage responsibility on privacy
and predator issues.
 Youth Radio and Global Kids engage
in civic pursuit online, built
educational games, and produce
citizen journalism and are thus
positive role models of youth
participation.
A Model of Good Play
 Second, offline peer cultural influences
may by as important as the
technologies, literacies, and youth
cultures in the digital media.
 As established by previous research,
social pressures on young people to
succeed, the absence of mentors, and
the presence of a peer culture that
condones cheating can lead to unethical
conduct (Callahan 2004, Fischman et al.
2004, Josephson Institute of Ethics
2006).
A Model of Good Play
 Youth cultures that are dedicated to
good play exist offline, and through
sports, community service, and
student political groups, young people
can and do model ethical conduct.
 However, the cheating culture may be
equally powerful, especially given the
noted mounting evidence about the
absence of adult ethical supports.
A Model of Good Play
 Ethical Supports: Adult supports—
parent role models, teacher mentors,
and school curricula—can play
decisive roles in young people’s
online choices.
 Positive adult role models can provide
resources to help youth buck the norms
of the offline cheating culture and make
considered choices online with respect
to identity, privacy, ownership and
authorship, credibility, and participation.
A Model of Good Play
 If a young person’s parents engage in
software piracy, they unwittingly
reinforce the norms of the infringing
culture.
 If there are few digital mentors
(individuals with greater technical and
ethical knowledge and experience), then
a young person may have no supports
for reflecting on the larger implications,
for herself/himself and others, of sharing
details of her/his college drinking
adventures on her/his MySpace page.
A Model of Good Play
 If schools limit on-campus access to
certain Web sites and yet fail to provide
students with literacies that they need to
navigate the frontier of the Web out of
school, then they are doing little to
prevent unethical conduct (Carrie James
et al., 2009, p. 86). [Shared responsibility]
 New media literacies curricula can go a long
way toward encouraging good play but
require adoption and promotion by adult
educators.
A Model of Good Play
 Ethical supports can also be and
increasingly are provided through digital
media themselves (Carrie James et al.,
2009, p. 86).
 Educational games like Quest Atlantis and
curricula such as the New Media Literacies
Learning Library (both of which are available
online for anyone to access) prompt
participants to consider ethical issues, but
their ethical lessons may be better grasped if
the online experience is supplemented by
offline adult or peer reflection and
discussion.
A Model of Good Play
 At the same time, commercial entities
have an increasing presence on the
sites that youth most frequent (such
as Facebook and MySpace), and
industry may be supporting—or
undermining—critical thinking about
privacy, identity, and other issues
discussed above (Carrie James et al.,
2009, p. 86).
A Model of Good Play
 On the whole, it seems urgent to consider
which stakeholders—education, industry, or
government—are best poised to define the
public interest, to lead conversations about
digital ethics, and to scaffold young people
around these issues.
 Ideally, our good play model provides a
balance of technologies, opportunities, and
support that set the stage for young people
to become productive, innovative, and
ethical participants in the new digital media.
(Carrie James et al., 2009, pp. 86-87).
A Model of Good Play
 At present, however, the burden of
good play largely falls on individual
youth.
 The frontiers of the new digital media
permit and empower youth to engae
in ways and to an unprecedented
extent.
 The structures of the technologies
themselves set few limitations, and in
this there are both tremendous
A Model of Good Play
 At the same time, evidence suggests
that detrimental peer cultures exist (and
may be more powerful than socially
responsible cultures) and that ethical
supports (mentors, role models, and
educational curricula) may be rare
(Fischman et al. 2004, Josephson
Institute of Ethics 2006).
 There is tremendous pressure on young
people to develop the cognitive and
moral skills and integrity of beliefs,
values, and purposes that engender
good play.
4.2 Research on Good Play: The
Need for Deeper Empirical Study
 The proposed model of good play in
the new digital media sets the stage
for an empirical study that invites
young people to share their stories
and perspectives about their digital
lives.
 To explore the extent to which our
treatment of ethical fault lines aligns
with youth attitudes, conduct, and
experiences with others, our research
will explore the following questions:
Research on Good Play: The Need
for Deeper Empirical Study
 What mental models do young people
hold about online ethical issues?
 How do they think about the ethical
connotations of their digital media
play?
 What variations exist among youth in
their ethical approaches to the new
media?
 What are the leading areas of
confusion and inconsistency?
Research on Good Play: The Need
for Deeper Empirical Study
 We need to understand how and
under what circumstances privacy
and credibility are experienced by
youth as ethical issues and in what
situations young people believe that
appropriating online content is ethical
versus unethical.
 We hope to learn the extent to which
ethical supports exist for average
youth as they participate in the new
digital media.
Research on Good Play: The Need
for Deeper Empirical Study
 Overall, we seek to understand how person-
centered factors interplay with the
technologies of the digital media, technical
and new media literacies, peer cultures, and
ethical supports in affecting how a young
person conceives of (and engages in) good
play.
 We have some suspicions but plan to
proceed in eliciting the perspectives of
young people themselves before making
definitive conclusions about the ethical fault
lines at play.
Research on Good Play: The Need
for Deeper Empirical Study
 We will conduct qualitative
interviews that explore the
everyday activities of young
people and, from their point of
view, the salient ethical issues that
come up, the ways that they
manage them, and the supports
that guide their choices.
4.3 Interventions and Supports for Good
Play: The Need for Research-Based
Interventions
 As young immerse themselves in
digital environments, they need to be
equipped with the capacities to act
responsibly there.
 Ultimately, our research efforts are
motivated by a desire to create ethical
supports for young people to reflect
about what constitutes good play—
meaningful and socially responsible
pursuits—both online and off.
Interventions and Supports for Good Play:
The Need for Research-Based Interventions
 Countless examples of ethical misconduct
and confusion online suggest a pressing
need.
 For the promises of the new digital media to
be positively realized, supports for the
development of ethical skills—or, better yet,
“ethical mind” (Gardner 2007)—must
emerge.
 Although it is clear that a complex set of
factors is producing the ethical stances that
young people hold in relation to their online
activities, encouraging them to reflect on
these issues can be an important
intervention.
Interventions and Supports for Good Play:
The Need for Research-Based Interventions
 Youth who consider their roles in
various online contexts, understand
the responsibilities that are implied by
them, and imagine the larger
implications of various judgments, are
well-poised to engage in good play.
 With Henry Jenkins and his Project
New Media Literacies team, we are
developing prototypes of curricular
exercises that are designed to meet
these objectives.
Interventions and Supports for Good Play:
The Need for Research-Based Interventions
 The curriculum places a premium on
role-playing activities that bring to light
and ask participants to confront ethical
issues that are raised in the new media
landscape.
 Such role-playing exercises will be
buttressed by case examples of “real”
ethical problems that are discussed by
our youth interview participants and by
professional media makers in the video
interviews that make up the New Media
Exemplar Library produced by Jenkin’s
team.
Interventions and Supports for Good Play:
The Need for Research-Based Interventions
 The final product will be comprised of 5
or more modules, each organized
around a central ethical issue—the 5
issues considered above and perhaps
other yet-to-be discovered issues that
surface in our research.
 We seek to understand and encourage
good play not to create more obedient,
respectful youth but to develop ethical
reflection and conduct as a key
foundation for youth empowerment.
Interventions and Supports for Good Play:
The Need for Research-Based Interventions
 The new digital media create
tremendous opportunities for young
people—to nurture important skills, to
connect with others around the world, to
engage in meaningful play, to nurture
skills for future careers, to engage in
civic pursuits, and to contribute to a
greater good.
 Our hope is that our work helps to
cultivate these promises while
minimizing the risks that lie in the
frontiers of digital media.
Document File
Location File:
ETHICS_JOURNALISM/YEM_good_play_toward_conclusion_(L12).pptx
 Date: March 18, 2014
 Course: Journalistic Principles and Ethics (ENGL 34M)

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L12 yem good play_toward_conclusion

  • 1. “YOUNG PEOPLE, ETHICS AND THE NEW DIGITAL MEDIA” CONCLUSION: TOWARD GOOD PLAY SAM-ANG SAM
  • 2. BOOK CONTENTS 1 Introduction 2 The “Good Play” Approach 3 Ethical Fault Lines in the New Digital Media 4 Conclusion
  • 3. CHAPTER CONTENTS 4 Conclusion: Toward Good Play 4.1 A Model of Good Play 4.2 Research on Good Play: The Need for Deeper Empirical Study 4.3 Interventions and Supports for Good Play: The Need for Research-Based Interventions
  • 4. 4 Toward Good Play  Some are tempted to think of life in cyberspace as insignificant, as escape or meaningless diversion. It is not.  Our experiences there are serious play.  We belittle them at our risk.  We must understand the dynamics of virtual experience both to foresee who might be in danger and to put these experiences to best use. (Carrie James et al., 2009, p. 78)
  • 5. Toward Good Play  Without a deep understanding of the many selves that we express in the virtual, we cannot use our experiences to enrich the real [Yes? No?] (Carrie James et al., 2009, p. 78).  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.
  • 6. Toward Good Play  Turkle’s plea for taking virtual worlds seriously was made back in 1995 in Life on the Screen: Identity in the Age of the Internet, her account of multiuser, online game participants.  Back then, few might have anticipated how important—indeed, routine— virtual interactions would become for many of us.
  • 7. Toward Good Play  Her plea resonates today across a wide range of spectrum of activities in which youth and adults are regularly engaged.  Here, we provide a wide-ranging account of the ethical issues that we believe to be emerging in the new digital media.  This account has been informed by interviews, emerging scholarship on new media, and theoretical insights from anthropology, cultural studies, psychology, political science, and sociology. (Carrie James et al., 2009, pp. 78-79).
  • 8. Toward Good Play  We have concluded that ethical fault lines in the digital media resolve around 5 issues: Identity, Privacy, Ownership and authorship, Credibility, and Participation (Carrie James et al., 2009, p. 79).  Our account considers evidence that “digital youth” hold distinct mental models with respect to these issues (ibid.).
  • 9. Toward Good Play  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).
  • 10. Toward Good Play  Despite the widespread participation of young people in the new digital media, little research has focused on the ethical perspectives of young people and their online pursuit (Carrie James et al., 2009, p. 79).  It would be unwise to presume that our largely adult-informed claims about the chief ethical fault lines in the new digital media align neatly with youth’s perspectives and struggles.
  • 11. Toward Good Play  This report therefore is a conceptual starting point from which we—and, we hope, others—will launch empirical studies of young people themselves.  We expect to revise our initial conceptualization—the themes and our understanding of their interrelationships—in light of our future research, and we expect that our studies will provide insights as to whether new frameworks of ethics are needed to address the opportunities and risks of our increasingly digital lives.
  • 12. Toward Good Play  Furthermore, we hope to understand whether and how traditional psychological theories of moral development may need to be revised in light of digital participation by youth at ever- young ages.
  • 13. 4.1 A Model of 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.
  • 14. A Model of Good Play  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)
  • 15. Figure: Youth Ethical Stances  5 key sets of factors are implied in these ethical stances (see Figure).
  • 17. A Model of Good Play  The Affordances of the New Digital Media: The playground of the digital media includes the technologies themselves and the structural features that invite participation and affect the likely forms that it will take (Carrie James et al., 2009, p. 80).
  • 18. A Model of Good Play  As noted and established by other scholars (e.g., Jenkins et al. 2006), Web 2.0 technologies encourage active participation (Carrie James et al., 2009, p. 80).  Many games and virtual worlds like Second Life invite (indeed, rely on) user contributions, such as modding of existing games (ibid.).
  • 19. A Model of Good Play  Copy and paste functionality facilitates downloading of content and information.  Privacy settings on social networking sites can help users manage disclosure of personal information, yet, the massive scale of the internet can create an illusory sense of privacy, safety, and anonymity that make privacy strategies seem unnecessary (Huffaker 2006).
  • 20. A Model of Good Play  These structural features constitute the backdrop against which an individual participates and affect the likely forms that participation takes.  For example, digital technologies themselves could (although most at present do not) prompt youth to consider invisible audiences; the persistence, searchability, and replicability of online information (Boyd 2007); and the negative effects of ownership and authorship transgressions.
  • 21. A Model of Good Play  Architects of digital media hold diverse interests, including education, knowledge sharing, and profit, and whether explicit or not, these interests affect the nature of media.  Technical and New Media Literacies: Complementing the capabilities of the new media are the skills and literacies that are required to use them effectively.  The expertise of a young person can include simple knowledge of copy and paste functions, more advanced HTML programming and game design skills, and broader media literacy skills.
  • 22. A Model of Good Play  Young people who have grown up exposed to digital technologies can navigate the Web, manipulate information and files, and artfully design their MySpace pages.  The term copy and paste literacy is often used to describe these commonly held aptitudes (Carrie James et al., 2009, p. 82).  More sophisticated young people may engage in hacking and modding, some of which are illegal and some permitted and encouraged.
  • 23. A Model of Good Play  Advanced technical abilities allow a young person to take full advantage of the new media technologies, the effects of which can be either socially positive or unethical.  In short, the technologies and literacies of the new digital media—the impressive things that the technologies permit young people to do—may over shadow ethical questions about what young people should do.
  • 24. A Model of Good Play  Digital youth who possess the cognitive skills and motivation to consider the implications of their activities well-poised to use their powers to engage in good play (Carrie James et al., 2009, p. 82).  Yet, the acquisition of these technical, social, and ethical literacies also depends on forces (particularly as the availability of ethical supports such as mentors and new media literacy curricula) that might be outside of a young person’s control.
  • 25. A Model of Good Play  Person-Centered Factors: Ethical stances are also shaped by individual factors, including a young person’s cognitive and moral development and the beliefs, values, and purposes that s/he brings to her/his online pursuits.  For an individual to act ethically, s/he needs to understand possible consequences for herself/himself, for others in her/his community, and for society.
  • 26. A Model of Good Play  Such abstract thinking requires certain cognitive and moral skills, including the ability to take different perspectives, think critically about possibilities, hypotheses about the future, and make connections between actions and consequences.  These skills are gained through certain kinds of experiences that often (though not always) come with age (Kegan 2994, Kohlberg 1981, Turiel 2006) (Carrie James et al., 2009, p. 83).
  • 27. A Model of Good Play  With respect to ownership, e.g., complex concepts such as copyright infringement may not be easily grasped by teens, while older youth with higher-stage cognitive skills might be able to identity ethical dilemmas in authorship and privacy issues and act accordingly.  As previously noted, young people are increasingly confronting these issues at relatively young age.
  • 28. A Model of Good Play  Despite the presence of privacy safeguards and moderators on its site, Club Penguin is not immune from problems such as cheating (Benderoff 2007).  As with experiences, those within digital worlds can advance cognitive and moral development (Bradley 2005).  Pivotal digital moments, positive or negative, are learning experiences that potentially push a young person to consider her/his actions in a new light and make different future choices.
  • 29. A Model of Good Play  These moments can include empowering experiences with cocreation and participation, as well as negative experiences involving privacy lapses (oversharing and thereby harming a friend) or identity play that deceives and harms another person.  A young person can assume different roles within such scenarios (such as intentional or unintentional perpetrator, victim, or bystander) and still gain insights that further her/his moral skills.
  • 30. A Model of Good Play  Notwithstanding these valuable learning experiences, a digitally savvy child (or teen) cannot be expected to grasp all of the possible ethical consequences of her/his choices in digital publics.  Equally important to cognitive and oral capacities are the more stable beliefs and values held by a young person, which may stem from the formative influences of family, religion, and other sources.
  • 31. A Model of Good Play  Additionally, a strong sense of purpose, as exemplified by our environmentalist Xander, can endanger (but by no means guarantee) ethical participation (Bazerman 2006).  Peer Culture: Both online and offline peer norms and values constitute powerful influences for youth.  Our analysis refers to an online infringing youth culture, meaning that young digital media users ay have a sense of entitlement about information and property that normalizes illegal downloading and this may infringe on the rights of musicians and other creators.
  • 32. A Model of Good Play  Youth may feel justified in such illicit activities if their own ownership claims are ignored (as in the case of game modders) or may define their actions as robbing the rich as Robin Hood did.  We also discuss evidence for the existence of youth cultures of disclosure that encourage and reward the sharing of personal information on social networking sites and blogs, often aided by practices such as selective disclosure, deception, or code switching.
  • 33. A Model of Good Play  Peer norms on social networking sites are powerful.  Young people study other Facebook users’ profiles, note the kinds of details disclosed, and often model their own profiles after the appealing models.  Social networking sites are becoming important spaces for the transmission of cultural tastes through favorite lists (Jason Kaufman, personal communication, March 22, 2007).
  • 34. A Model of Good Play  The desire to be accepted is a powerful incentive for mimicking other youth’s profiles and revealing personal information, often without considering potentially negative consequences.  At the same time, socially responsible cultures also exist online, and groups with explicit good play agendas have emerged.
  • 35. A Model of Good Play  Through Teen Angels, youth educate peers about cyberbullying and encourage responsibility on privacy and predator issues.  Youth Radio and Global Kids engage in civic pursuit online, built educational games, and produce citizen journalism and are thus positive role models of youth participation.
  • 36. A Model of Good Play  Second, offline peer cultural influences may by as important as the technologies, literacies, and youth cultures in the digital media.  As established by previous research, social pressures on young people to succeed, the absence of mentors, and the presence of a peer culture that condones cheating can lead to unethical conduct (Callahan 2004, Fischman et al. 2004, Josephson Institute of Ethics 2006).
  • 37. A Model of Good Play  Youth cultures that are dedicated to good play exist offline, and through sports, community service, and student political groups, young people can and do model ethical conduct.  However, the cheating culture may be equally powerful, especially given the noted mounting evidence about the absence of adult ethical supports.
  • 38. A Model of Good Play  Ethical Supports: Adult supports— parent role models, teacher mentors, and school curricula—can play decisive roles in young people’s online choices.  Positive adult role models can provide resources to help youth buck the norms of the offline cheating culture and make considered choices online with respect to identity, privacy, ownership and authorship, credibility, and participation.
  • 39. A Model of Good Play  If a young person’s parents engage in software piracy, they unwittingly reinforce the norms of the infringing culture.  If there are few digital mentors (individuals with greater technical and ethical knowledge and experience), then a young person may have no supports for reflecting on the larger implications, for herself/himself and others, of sharing details of her/his college drinking adventures on her/his MySpace page.
  • 40. A Model of Good Play  If schools limit on-campus access to certain Web sites and yet fail to provide students with literacies that they need to navigate the frontier of the Web out of school, then they are doing little to prevent unethical conduct (Carrie James et al., 2009, p. 86). [Shared responsibility]  New media literacies curricula can go a long way toward encouraging good play but require adoption and promotion by adult educators.
  • 41. A Model of Good Play  Ethical supports can also be and increasingly are provided through digital media themselves (Carrie James et al., 2009, p. 86).  Educational games like Quest Atlantis and curricula such as the New Media Literacies Learning Library (both of which are available online for anyone to access) prompt participants to consider ethical issues, but their ethical lessons may be better grasped if the online experience is supplemented by offline adult or peer reflection and discussion.
  • 42. A Model of Good Play  At the same time, commercial entities have an increasing presence on the sites that youth most frequent (such as Facebook and MySpace), and industry may be supporting—or undermining—critical thinking about privacy, identity, and other issues discussed above (Carrie James et al., 2009, p. 86).
  • 43. A Model of Good Play  On the whole, it seems urgent to consider which stakeholders—education, industry, or government—are best poised to define the public interest, to lead conversations about digital ethics, and to scaffold young people around these issues.  Ideally, our good play model provides a balance of technologies, opportunities, and support that set the stage for young people to become productive, innovative, and ethical participants in the new digital media. (Carrie James et al., 2009, pp. 86-87).
  • 44. A Model of Good Play  At present, however, the burden of good play largely falls on individual youth.  The frontiers of the new digital media permit and empower youth to engae in ways and to an unprecedented extent.  The structures of the technologies themselves set few limitations, and in this there are both tremendous
  • 45. A Model of Good Play  At the same time, evidence suggests that detrimental peer cultures exist (and may be more powerful than socially responsible cultures) and that ethical supports (mentors, role models, and educational curricula) may be rare (Fischman et al. 2004, Josephson Institute of Ethics 2006).  There is tremendous pressure on young people to develop the cognitive and moral skills and integrity of beliefs, values, and purposes that engender good play.
  • 46. 4.2 Research on Good Play: The Need for Deeper Empirical Study  The proposed model of good play in the new digital media sets the stage for an empirical study that invites young people to share their stories and perspectives about their digital lives.  To explore the extent to which our treatment of ethical fault lines aligns with youth attitudes, conduct, and experiences with others, our research will explore the following questions:
  • 47. Research on Good Play: The Need for Deeper Empirical Study  What mental models do young people hold about online ethical issues?  How do they think about the ethical connotations of their digital media play?  What variations exist among youth in their ethical approaches to the new media?  What are the leading areas of confusion and inconsistency?
  • 48. Research on Good Play: The Need for Deeper Empirical Study  We need to understand how and under what circumstances privacy and credibility are experienced by youth as ethical issues and in what situations young people believe that appropriating online content is ethical versus unethical.  We hope to learn the extent to which ethical supports exist for average youth as they participate in the new digital media.
  • 49. Research on Good Play: The Need for Deeper Empirical Study  Overall, we seek to understand how person- centered factors interplay with the technologies of the digital media, technical and new media literacies, peer cultures, and ethical supports in affecting how a young person conceives of (and engages in) good play.  We have some suspicions but plan to proceed in eliciting the perspectives of young people themselves before making definitive conclusions about the ethical fault lines at play.
  • 50. Research on Good Play: The Need for Deeper Empirical Study  We will conduct qualitative interviews that explore the everyday activities of young people and, from their point of view, the salient ethical issues that come up, the ways that they manage them, and the supports that guide their choices.
  • 51. 4.3 Interventions and Supports for Good Play: The Need for Research-Based Interventions  As young immerse themselves in digital environments, they need to be equipped with the capacities to act responsibly there.  Ultimately, our research efforts are motivated by a desire to create ethical supports for young people to reflect about what constitutes good play— meaningful and socially responsible pursuits—both online and off.
  • 52. Interventions and Supports for Good Play: The Need for Research-Based Interventions  Countless examples of ethical misconduct and confusion online suggest a pressing need.  For the promises of the new digital media to be positively realized, supports for the development of ethical skills—or, better yet, “ethical mind” (Gardner 2007)—must emerge.  Although it is clear that a complex set of factors is producing the ethical stances that young people hold in relation to their online activities, encouraging them to reflect on these issues can be an important intervention.
  • 53. Interventions and Supports for Good Play: The Need for Research-Based Interventions  Youth who consider their roles in various online contexts, understand the responsibilities that are implied by them, and imagine the larger implications of various judgments, are well-poised to engage in good play.  With Henry Jenkins and his Project New Media Literacies team, we are developing prototypes of curricular exercises that are designed to meet these objectives.
  • 54. Interventions and Supports for Good Play: The Need for Research-Based Interventions  The curriculum places a premium on role-playing activities that bring to light and ask participants to confront ethical issues that are raised in the new media landscape.  Such role-playing exercises will be buttressed by case examples of “real” ethical problems that are discussed by our youth interview participants and by professional media makers in the video interviews that make up the New Media Exemplar Library produced by Jenkin’s team.
  • 55. Interventions and Supports for Good Play: The Need for Research-Based Interventions  The final product will be comprised of 5 or more modules, each organized around a central ethical issue—the 5 issues considered above and perhaps other yet-to-be discovered issues that surface in our research.  We seek to understand and encourage good play not to create more obedient, respectful youth but to develop ethical reflection and conduct as a key foundation for youth empowerment.
  • 56. Interventions and Supports for Good Play: The Need for Research-Based Interventions  The new digital media create tremendous opportunities for young people—to nurture important skills, to connect with others around the world, to engage in meaningful play, to nurture skills for future careers, to engage in civic pursuits, and to contribute to a greater good.  Our hope is that our work helps to cultivate these promises while minimizing the risks that lie in the frontiers of digital media.
  • 57. Document File Location File: ETHICS_JOURNALISM/YEM_good_play_toward_conclusion_(L12).pptx  Date: March 18, 2014  Course: Journalistic Principles and Ethics (ENGL 34M)