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College aantekeningen + leesvragen artikelen Youth Culture in a Digital World

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College aantekeningen + leesvragen artikelen Youth Culture in a Digital World

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  • January 14, 2022
  • 25
  • 2021/2022
  • Class notes
  • Van den eijnden
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HC1 introduction
 Valkenburg, P. M., Peter, J., & Walther, J. B.
 McHale, S. M., Dotterer, A., & Kim, J. Y.
 Slater, M. D.

The selfish ledger  are we active agents or are we robots responding to
digital cues?
 Behavior  data  future behavior
 A system to predict the likehood that a user will or will not be able to
take action in the future

Youth culture
 Arnett & Hughes (2012)  A group’s distinctive way of live, including
it’s beliefs and values, it’s customs, and it’s art and technologies
 Talcott Parsons (1964)  youth culture is hedonism & irresponsibility
& adventure vs routine, delay of gratification and responsibilities
 Unwritten rules
o A like for a like, that is what friends are for
o Learn your friend status through tags
 Youth cultures use media to spread beliefs  climate change
 Youth documentary messages
o Less youth cultures than two decades ago  less changes in music preferences and music
groups than in the 90’s-80’s. Media has increased a world where are open perspectives  less
need of identifying ourselves or within a group  we have an open perspective and we feel
connected to more perspectives
o Social media plays an important role  we need to prepare the youth in having the benefits of
social media but being aware of the risks as well
 Youth culture and media: is there a mobile youth culture?
o Separate social position characteristic for youth culture  jeugd weet nu meer dan vroeger op
dezelfde leeftijd
o Generational distinctiveness trough digital media (mam
you know nothing about it)  though also so connected
o Also recognize the existence of subcultures within
(tiktok, insta)

Article McHale
 Parents (rules), peers, schools, neighborhood, availability of
media use and permission to use media
 Bronfenbrenner eco system model

Digital media use
 Problematic use: loss of control/not being able to stop, losing
interest in other activities, conflict parents, problems at school
 Gaming 2018: 96% of the boys played a game in last three
months and 70% of the girls played a game in last three months
 Addicted to social media 2018: 22% of the girls feels quite well/definitely addicted and 11% of the boys
feels quite well/definitely addicted




Youth culture, media and identity formation



1

,  Identity formation: who are you, what are your believes
 Erikson’s theory (1902-1994)  life phases are characterized by
crisis
o Adolescence = identity vs identity confusion
o Healthy path = stable and secure identity
 Youth cultures can support identity formation
o Support intimate interactions with others
o Does not happen in isolation  it is a process where you
meet other people and learn about their believes and see if
that is something you want to affiliate to
o Self-exploration and trying different ‘selves’ (self-concept)
o Provide possible role models  bandura’s social learning
theory
o Create feelings of ingroup and outgroup favoritism 
social identity theory Tjafel

Social relations, youth culture & digital media  social cognitive theory,
Bandura article Miranda et al & Bogt et al & Verduyn et al
 Social relations = friendships, romantic relations, peer influence, social status & popularity
 Youth culture can support in connecting
o Meeting similar others (values, beliefs, behavior)
o Shared preferences (music, social networks) increase friendship stability and formation
o Learn from role models  easier when you feel connected/similar  youtube stars influence
millennials more than traditional celebrities

Emotion, well-being and youth culture
 Youth culture can support in  need to
belong, social capital or social support,
acceptance & mood regulation

Problem behavior, media and youth culture
 Urban (hiphoppers, rasta’s) most problem
behavior and ill-being (depressie, angst)
 Achievement (elite, brains) best behavior




Digital media
 Explore identity by looking at vloggers or like certain groups
 Connect to others and strengthen relationships by facebook
 Feel better while listening to music or release stress by playing games
 Behave to the norms of certain music groups or copy vloggers

Learning goals
 Understanding of the role of digital media in current society
 Understanding of the relationship between youth culture and adolescent development
 Being able to reflect on the role of media within this relationship
HC2 introduction
 Valkenburg, P. M., Peter, J., & Walther, J. B.
 McHale, S. M., Dotterer, A., & Kim, J. Y.
 Slater, M. D.

Media theories: media use, media effects & mechanism/processes of media effects
 From ‘what people do with media, how they use media’ (media use theories)  to ‘the effect media has
on the user’ (media effects theories) article Valkenburg

1. Media use  HOW THEY USE
 Uses and gratification theory
o People actively seek for media that satisfy their needs
o Different needs: identity, relationship, relaxation/entertainment, knowledge
o Is also influenced by personality differences
o Different media compete with each other
 Ecological perspective (Bronfenbrenner) article Mchale

2

, o Parenting influences media use = micro
o Peers provide access to media that are not allowed at home (conflict) = micro
o Economic resources influence digital media use = exo
o Cultural values influence media use = macro
 Micro = child’s direct environment
 Meso = connection between child’s daily environments (school, parents of peers)
 Exo = indirect environments (parental workplace, institutions)
 Macro = more abstract system; beliefs and values (influence on how you use media)
 Chrono = reflects changes over time  layer on the outside

2. Media effects  EFFECT ON THE USER
 Social comparison theory = Festinger
o Individuals have a need for accurate self-evaluation. They fulfill this need by comparing their
own attitude and abilities to others
o Upward social comparison  someone more money than you  negative effect on self-esteem
o Downward social comparison  comparing to someone less money than you
 Social identity theory = Tajfel
o Individuals are socially categorized based on shared beliefs, looks, attitudes
o The self-concept is derived from group membership
o Ingroup vs outgroup article Miranda  outgroup wordt als veel slechter gezien
o Digital media preferences serve as badge/flag article Miranda and Bogt
o More than two accounts on Instagram  different identities on multiple accounts
o Last Tuesday ‘identity-less generation’= slipping in and out of identity
o Social identity is more transient, easier access, exploring, experimenting and expressing
 Priming theory/framing theory  way of manipulating
o Priming  werkt in op het onderbewuste gedeelte van de hersenen
o You trigger existing biases
o Media messages are perceived in relation to our previous preconceptions and beliefs
o Or beliefs and preconceptions can bias our view/perspective
o A father and son are in a horrible car crash that kills the dad. The son is rushed to the
hospital; just as he’s about to go under the knife, the surgeon (mother) says, I can’t
operate – that boy is my son  surgeon is a mother but you thought it was a man
o Framing  meegeven van context aan een boodschap
o Presenting in a certain way that it triggers goal behavior
o Framing is presenting a message in a particular context/frame influencing perceptions of
the user  either increasing or decreasing the likelihood of certain interpretations
o Teens reject junk food when healthy eating is framed as rebellion/cool
o Verschil: Het verschil is dat je bij framing vooral de context van een boodschap verandert.
Terwijl je met behulp van priming iemand zijn keuze vooraf wilt beïnvloeden. Je verandert niets
aan de boodschap zelf, alleen trigger je de persoon vooraf op basis van zijn geheugen.
Waardoor hij de boodschap op een bepaalde manier zal interpreteren.
 Social learning theory/social cognitive theory = Bandura
o Through observing role models (parents, peers)  you learn more
when role models are similar or has status
o Similarities (family, friends) increase learning
o Increase learning when you feel connected to
o Increase learning when you are similar in gender, ethnicity, values,
beliefs
 Self-determination theory = Ryan & Deci
o Social- and contextual factors that facilitate or hinder motivation and
psychological development
 Reinforcing spirals model article Slater
o Framework that explains how attitudes are formed by, and form media use
o Describes the role of media in socialization processes
o Model assumes that attitudes influence the selection of media, though these attitudes are also
affected by media. Media  attitudes  selection of media

3. Mechanism/processes of media effects
 Mechanism: need to belong/relatedness, need for competence, need
for autonomy, (social) identification, mood regulation
 Need to belong/relatedness  Maslow’s hierarchy of needs 
o Wanneer een behoefte vervuld is schuift het individu
naar een hoger niveau in de piramide
 Mood regulation: coping, share thoughts and emotions, reduce stress,
or does it cause stress?

3

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