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hello

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Hello!

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1. Black and latino youth are creating unique/distinct media spaces for themselves despite hardships including income, racism and navigating a space that has historically been filled by privileged whites. “the often resilient and creative media practices of black and latino students are not only dramatically remaking the digital divide, but also disrupting old assumptions about race and technology”(19).

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1. Not all access is equal. “black and Latino youth are more likely to attend schools that offer limited access to class, instructors and learning opportunities that develop the technical and cognitive skills that align with a rapidly evolving knowledge economy” (21)

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1. Mobile breakthrough- cell phones were a major development that impacted the black/latino and working poor communites-as they provide the means to access the internet and thus broke the tech cap between the rich and poor. “ the adoption of the mobile Internet by blacks and Latinos..did something that years of policy intervention could not do-bridge the cap between the technology rich and the technology poor” (39)

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1. Access to technology and gaming has helped create new pathways to learning and new kinds of literacies that schools may not be able to develop. “in describing their gaming practices or observing their practices, it was impossible to discern the difference between playing and learning” (45) Basically by using tech students were motivated to understand how it worked and what they needed to do to create games or other media.

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This whole article was filled with good points such as mobile phones being a major game changer by providing internet access to historically low income and deprivileged communities.

The author talked about the importance of sites like twitter and Facebook to immigrant families- not only as a means to stay connected but also keep memories of home alive, saying that “out of sight” no longer had to mean “out of mind”…I loved that!

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Interesting ideas around digital political engagement

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1.	The sharp increase in the use of digital media by young people generally has political implications. 

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1.	The sharp increase in the use of digital media by young people generally has political implications. 

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“What we mean to highlight and explore is the substantial degree to which opportunities for participation have expanded there by providing additional and important mechanisms for political voice and influence, especially among young people.” (p. 6)

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2.	Participatory politics as defined as by expanded opportunities to influence the political system through digital media remains a complement to more mainstream political engagement.

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2.	Participatory politics as defined as by expanded opportunities to influence the political system through digital media remains a complement to more mainstream political engagement.

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“The data we collected indicate that participatory politics are better viewed as an addition to an individual’s engagement rather than an alternative to other political

activities. Youth who engage in participatory politics are far more likely than others to engage in institutional politics, as well.” (p. 13)

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3.	As of 2012 when this report was written, there was some uncertainty around whether this explosion of digital activity would lead to real changes

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3.	As of 2012 when this report was written, there was some uncertainty around whether this explosion of digital activity would lead to real changes

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“While the possible impact of digital networks is important, it is not clear if a participatory culture or politics will lead to the type of sustained and expansive mobilization of networks needed to constitute something like a social movement.” (p. 18)

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4.	There are many positives associated with the increase in young people’s political use of digital media but also some downsides.

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4.	There are many positives associated with the increase in young people’s political use of digital media but also some downsides.

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“Participatory politics clearly present risks as well as opportunities.” (p. xi)

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I think when the article was written 7 years ago that the authors were correct in speculating that social media would not supplant more traditional forms of political engagement. I don’t think they or anyone anticipated a tweeting President as an example of an even more massive use of digital and social media today. It would be interesting to give the same survey today to see how much has changed.

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1. This is the description of how this study was framed. It categorizes youth technology use into three different ecologies, Hanging Out, Messing Around & Geeking Out.

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1. This is the description of how this study was framed. It categorizes youth technology use into three different ecologies, Hanging Out, Messing Around & Geeking Out.

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“We use the metaphor of ecology to emphasize the characteristics of an overall technical, social, cultural, and place-based system, in which the components are not decomposable or separable. The everyday practices of youth, existing structural conditions, infrastructures of place, and technologies are all dynamically interrelated; the meanings, uses, functions, flows, and interconnections in young people’s daily lives located in particular settings are also situated within young people’s wider media ecologies. We also take an ecological approach in understanding youth culture and practice. As we suggest in the case of interest-driven and friendshipdriven participation, these are not unique social and cultural worlds operating with their own internal logic, but rather these forms of participation are defined in relation and in opposition to one another. In this way, we extend the understanding of media ecologies used in communication studies…(31)”.

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2. The first media ecology of how students use technology, Hanging Out. Youth use tech to socialize with peer groups and create their own social network.

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2. The first media ecology of how students use technology, Hanging Out. Youth use tech to socialize with peer groups and create their own social network.

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“The interdisciplinary literature on childhood and youth culture has established that coming of age in American culture is marked by a general shift from given childhood social relationships, such as families and local communities,to peer- and friendship-centered social groups” (37).

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3. The idea of Messing Around is the second media ecology defined. Messing around includes Looking Around which is the concept that youth use technology to search out information, often without a goal in mind.

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3. The idea of Messing Around is the second media ecology defined. Messing around includes Looking Around which is the concept that youth use technology to search out information, often without a goal in mind.

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“The vast majority of the young people we interviewed engaged in “fortuitous searching,” a term that distinguishes itself as more open ended as opposed to being goal directed. Rather than fi nding discrete forms of information, such as the exchange rate between the United States and Great Britain, the color of a particular fl ower, or the name of the twentieth U.S. president, fortuitous searching involves moving from link to link, looking around for what many teenagers describe as “random” information” (54).

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4. This is the third media ecology identified, Geeking Out. It is the category of technology use that is narrow but very deep in a particular type of technology use like video games or anime.

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4. This is the third media ecology identified, Geeking Out. It is the category of technology use that is narrow but very deep in a particular type of technology use like video games or anime.

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“The third genre of participation we have identifi ed is “geeking out.” This genre primarily refers to an intense commitment or engagement with media or technology, often one particular media property, genre, or a type of technology. This stance is characteristic of the young people we 66 Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson interviewed who were involved in a media fandom, such as the young people in Mizuko Ito’s “Anime Fans” study, in Becky Herr-Stephenson’s “Harry Potter Fandom” study, or the more committed gamers who participated in Matteo Bittanti’s “Game Play” study. The term “geeking out” can be used to describe the everyday practices of some of the gamers and media producers who participated in our project (66-67)”.