Margot peeters, tom ter bogt, gaelle ouvrein, regina van den eijnden & ina koning
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youth culture in a digital world
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Universiteit Utrecht (UU)
Interdisciplinaire Sociale Wetenschappen
Youth Culture In A Digital World
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Youth culture in a digital world
Lectures
Lecture 1: Introduction
Part 2. Youth culture
Youth culture:
- Arnett & Hughes, 2012: A group’s distinctive way of live, including its beliefs and values, it’s
customs, and it’s arts and technologies.
- Talcott Parsons, 1964: Hedonism and irresponsibility (and adventure) versus routine, delay of
gratification and responsibilities. This definition combines the developmental tasks of
adolescents and the development of youth culture. They are very strongly connected with
each other. Example risk behavior:
Youth culture has unwritten rules, but the digital world has its own jargon as well as ‘rules’ about
how to behave. For example: when you really friends, you tag someone in the heart of the picture
you post on social media.
Youth cultures, such as the climate march, use media to spread their word, their beliefs and values.
Youth culture and media: Is there a mobile youth culture?
- Separate social position characteristics for youth culture. Youth is more capable with digital
media than the earlier generations. Youth have a separate position.
- Generational distinctiveness through digital media: this means that the current generation
can separate themselves from the previous generation. This is something good, but there are
also risks. Parents can look on the social media of their youth and youth don’t have full
privacy. So there is a kind of a challenge.
- Recognizes the existence of subcultures within: there is a mobile general youth culture, but
there are also different social media platforms.
Youth culture, youth development and media (McHale et al., 2009): different contexts have influence
on media use of youth. For instance, parents, peers, schools, neighbourhood, availability of media
use and permission to use media.
,Part 3. Digital media use
Social media use 12-16 years in the Netherlands:
Examples of problematic use:
- Loss of control/not being able to stop;
- Losing interest in other activities;
- Conflict parents;
- Problems at school.
Do you feel addictive to social media use (12-15 years):
- 22% of the girls feels quite well/definitely addicted;
- 11% of the boys feels quite well/definitely addicted.
Gaming:
- 96% of the boys played a game in the last three months;
- 70% of the girls played a game in the last three months.
What media do we use and how much:
, Part 4. Adolescent development
Most important factors in combination with youth culture and digital media:
- Identity formation:
Theory of Erikson: life phases are characterized by ‘crisis’. Adolescence = identity versus
identity confusion. Healthy path = stable and secure identity.
Youth (sub)cultures can support identity formation: support intimate interactions with
others, self-exploration and trying different ‘selves’ (self-concept), provide possible role
models and create feelings of ingroup and outgroup favouritism.
Media: explore identity by looking at vloggers or ‘like’ certain groups.
- Social relations:
Friendships, romantic relations, peer influence, social status and popularity.
Youth culture = social relations: the way you spend time with each other and see each
other has all to do with youth culture.
Youth culture can support in connecting: meeting similar others (values, beliefs,
behavior), shared preferences (music, social networks) increase friendship stability and
formation and learn from role models (easier when you feel connected/similar).
Media: connect to others and strengthen relationships by Facebook.
- Emotion, well-being:
Youth culture can support in: need to belong, social capital or social support, acceptance
and mood regulation (express feelings to others).
Media: feel better while listening to music or release stress by playing games.
- Problem behavior:
Well-being and problem behavior related to music styles: important question is if there
are selective effects? Have the youth culture you belong to influence on well-being /
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