Category:Week 5 (9/28 - 10/2)

10/2/2009

Danah Boyd - Why Youth (Heart) Social Networking Sites: The Role of Networked Publics in Teenage Social Life []

"Youth and Social Networking"
 * missing teens: Demographic of non-SNS-participants
 * disenfranchised youth - strict parents, limited access, only public places to access
 * conscientious objectors - people who are 'too cool', many of them had a myspace...just occasionally logged on
 * class/race/gender - class not important, but age & gender are

"Networked Publics Defined" [| Networked Publics]
 * complexities of defining public
 * it's not about drawing all public = different types of public, such as class, age, gender...
 * Networked Publics as Mediated Publics
 * example of falling in public - mediated when people who saw are solely strangers, never see them again; unmediated when fall is recorded, media expands and audience is constant and unknown

"Distinguishing Features of Net Publics"
 * 1. persistence = constant, always there in your time; asynchronous community
 * 2. searchibility = theoretically search just with people who are close to you
 * private profiles - does not allow full search-ability
 * 3. replicability - "copy and paste" ability, plagiarism, when something keeps getting reproduced the context gets lost.
 * 4. invisible audiences - you do not know who is looking at your profile at any given moment, even if profile is private.

"Identity Performance" --02mulrain 17:24, December 15, 2009 (UTC)
 * -how you present yourself
 * - difference of performing identity online than offline; easier to fake it online because you can leave out certain things
 * downside: profiles can be deceiving

Sherry Turkle, [http://www.wired.com/wired/archive/4.01/turkle.html "Who am We?" ](1996).


 * Shift in thinking about the computer and its uses.
 * "MUDs" Multi user dungeons. People have a character or characters that they use online, where they meet other characters.
 * Shift in children thinking about life and computers.
 * She uses the example of the SIMS.
 * a kid named Tim is playing the SIMS while the author is becoming frustrated with different aspects of the gaming world that she does not understand.
 * Tim ignores these types of things and just keeps playing because he finds these discrepancies to be "not important".
 * This is important because it shows the difference in the understanding of inatemate objects between her and Tim.
 * These MUDs also show parallels between our online and offline lives.
 * Disclosure of Information
 * Location Factor: rural people disclose more
 * Many young people post fake information as self protection, to be funny, or to be taken more seriously (age).
 * Name and Photo:
 * Gender:
 * Age:
 * Parental Control
 * Filter: Children are usually aware of this. It informs the user when a site has been blocked. It looks for words to exclude on ISP's or software level.
 * Monotoring Software: Watches what is visited online, but does not block access. Children are less aware of this.
 * Non-technical approaches: scare tactics, manually looking at history, putting a computer in a main room so people can see what is being visited online.