“Young People, Ethics, and the New Digital Media: A Synthesis from the
GoodPlay Project”, Carrie James et al, 2009, 978-0-262-51363-0
%A Carrie James
%A Katie Davis
%A Andrea Flores
%A John M. Francis
%A Lindsay Pettingill
%A Margaret Rundle
%A Howard Gardner
%C 55 Hayward Street, Cambridge, MA 02142-1399
%G 978-0-262-51363-0 0-262-51363-3
%I MIT Press
%O +1-800-356-0343 fax: +1-617-625-6660 www-mitpress.mit.edu
%O Audience n Tech 1 Writing 1 (see revfaq.htm for explanation)
%T “Young People, Ethics, and the New Digital Media”
It is not until more than a tenth of this book has passed before the authors admit that this is, in essence, only a proposal for a study which they hope will be carried out in future. No actual research or interviews have been conducted, so there aren’t really any results to be reported. The authors hypothesize that five factors are involved in “media-identity”: “privacy, ownership and authorship, credibility, and participation.” (Yes, I agree that it looks like four factors, expressed that way. But the authors repeatedly express it in exactly that way, and insist that it makes five.)
The authors note that social networking (or social media, or new digital media) is a frontier, and thus lacks comprehensive and well-enforced rules and regulations. Social media permits and encourages “participatory cultures,” with relatively low barriers to artistic expression and “civic” engagement, strong support for creating and sharing creations, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. The goals of the project are to investigate the ethical values and structures of new media and to create entities to promote ethical thinking and conduct.
The project is also to focus on “play,” with a fairly broad definition of that term, including gaming, instant messaging, social networking, participation in fan fiction groups, blogging, and content creation including video sharing. Some of these activities may lead to employment, but are undertaken without support, rewards, and constraints of adult supervisors, and without explicit standards of conduct and quality. “Good play” is defined 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.
A number of questions are raised in this book, but few are answered in any way at all. While there is some review of existing work in related areas, it is hardly comprehensive, convincing, or useful. It is difficult to say what the intent of publishing this book was.
copyright, Robert M. Slade 2012 BKYPENDM.RVW 20120125