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Youth Culture in a Digital World - Lecture Notes (comprehensive) 2019/2020

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This document contains extensive lecture notes of the course 'Youth Culture in a Digital World'. The important concepts are highlighted with yellow (most important) and blue (important).

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  • January 16, 2020
  • 33
  • 2019/2020
  • Class notes
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By: lay-degraaf • 4 year ago

Has info from all the lectures including very helpful notes. The highlights make very clear what is the most important for the test.

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By: chunvandervaart • 4 year ago

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LECTURE NOTES – YOUTH CULTURE IN A DIGITAL WORLD

LECTURE 1: THE INTRODUCTION OF THE COURSE – NOVEMBER 12 2019
WEEK 1

Part 1: Introduction in youth culture
The Selfish Ledger
The video describes a so-called “Selfish Ledger” that would collect all of your data, including the
actions you make on your phone, preference settings, and decisions you make, and not just keep it
there for future evaluation. Instead, the ledger, which is designed and managed by Google, would
interpret that information and guide you down a path towards reaching a goal, or on a broader scale,
doing your part to help solve poverty or other societal problems. It is a system to predict the
likelihood that an user will or will not be able to take action in the future.

What is youth culture?
“A group’s distinctive way of life, including it’s beliefs and values, it’s customs, and it’s art and
technologies”. Think of the hippie movement, the hip-hop scene etc. Those are all youth cultures
that have been out there in the past. Is there now a different medium that people identifies
themselves with? (vloggers nowadays).

According to Talcott Parsons (1964) Youth culture is hedonism & irresponsibility (and adventure).
Hedonism refers to thrill-seeking vs. routine, delay of gratification and responsibility. He refers to the
period during the adolescent development. But nowadays there is a broader aspect, there is not only
a youth culture present during the adolescent development.

Comparative youth culture
Michael Brake (1985) came up with comparative youth culture: this is a response to social problems
experienced collectively by a group (collective identities). For instance, the group of hippies who
wants love and peace, and not war during that time.

He also introduced 1. image (style), 2. demeanour (behaviour) and 3. argot (language). For example
the group has a certain style (clothes), certain dance moves (behaviour), certain language (way of
talking).

Connected
Digital media, youth culture and adolescent development are all connected. An example for this is
risk behaviour is; risk behaviour is part of normal development, but it can also be a form of expression
(taking drugs or something in the dance scene), besides it can be expressed by the use of digital
media (posting such risky content online). Thereby, digital media is used as a new subculture. Look for
example at the e-sports culture.

Unwritten rules
There are rules in a culture about how you behave. Youth culture has unwritten rules. The digital
world has it’s own language as well as rules about how to behave. For instance, you don’t tag your
friends in pictures in ‘ugly’ pictures, or you just not only like your friend’s pictures, but you also leave a
comment.

,Youth culture and media; is there a mobile youth culture?
Could it be that the media makes people more fluid in cultures? The mobile youth culture can be a
new culture. You can be different on social media, you can have your own identity. The mobile
culture can make the youngsters feel distinctive from their parent. But that world can also be open to
your family, your mum can also look at your Facebook for instance. That can be a problem for the
youth development; you can’t have your own world for example or develop your identity on your
own, if your family are watching your ‘life’ online.

Youth culture, youth development and media
McHale et al., 2009
Daily activities, such as digital media use can be a cause and consequence of youth development.
What youngsters do impacts youth development and what youth development is, impacts what they
do. Their activities shape their development, for example when people game, they become part of
the gaming community and it develops how they become as a person. But, it can be age and context
specific.

Daily activities changes
There are age specific changes in daily activities and this also affect media use. When you are older
you maybe got “something better do to”. Someone can mature out of the social media use, when
you get older you change your activities. But it doesn’t mean you’re not part of a culture anymore.
Developmental tasks can also require other activities. In general, when people get older they spend
more time with friends. Hanging out become more interesting for youngsters when they are 15 years
old.

Part 2: Introduction in adolescent development
There are 4 elements that can be connected to adolescent development;
identity, social relations, emotion & well-being and problem behaviour.

Identity formation
To form your identity you can ask yourself many questions; who are you, what are your believes,
who do you want to be? During the adolescent development period you experience identity versus
identity confusion phases. Life phases are characterized by “crisis” in identity. You try different
subgroups and expressions, you are looking for an identity. If you are getting a grip on that, then you
create a stable identity, also known as a healthy path.

Youth culture, media and identity formation
Youth (sub)cultures can support identity formation (see also ) : support intimate interactions with
others, self-exploration and trying different “selves” (self-concept), provide possible role models,
such as certain vloggers online (Bandura’s social learning theory) and create feelings of ingroup and
outgroup favouritism (Social Identity Theory by Tjafel).

Social relations
Social relations are everywhere; friendships, romantic relations, peer influence etc.
Youth culture, digital media and social relations
Youth culture can support in meeting similar others (values, beliefs, behaviour), you can share your
preferences (music, social networks) which increase friendship stability and formation. Besides, you
can learn from role models (easier when you feel connected/similar).

,Emotion, well-being and youth culture
Youth culture can support in the need to belong, someone’s social capital or social support,
acceptance and mood regulation. Research has shown that there is a correlation between emotions
and culture groups. There can be selection effects; You choose a group (who stands for some kind of
emotions/way of doing) on which you can connect to the most based on your feelings. For example;
people who for example feel depressed, feel more connected to the gothic culture. The urban scene
are in the research more connected to aggression and delinquency.

Problem behaviour
When people are together (especially the youth), they are more sensitive to be involved in risky
behaviour. There are in some groups a rebellion against established rules in society. Besides, there is
an increased rewarding value of risky behaviour in groups. For example people see you as a cool
person, when you do something risky. When you are as a youngster part of a group, you usually
experiment with adult like behaviours (such as smoking). Youth culture and its values as role model
for problematic behaviour is a marker.

Vlogging
Vlogging are means (technology) for subcultures and a way of expression of a subculture.

, LECTURE 2: DIGITAL MEDIA THEORIES – NOVEMBER 14 2019
WEEK 1

Part 1: Media use
Media use (Valkenburg, Peter & Walther, 2016)
When talking about media theories, there is a difference between media use theories and media
effect theories. With media use theories is meant; what people do with media. With media effect
theories is meant; the effect media has on the user, the consequences on stress level or on health,
for instance.

Within the media use theories, there are two theories that stand out; the Uses and Gratification
Theory and the Ecological Perspective (Bronfenbrenner).

Uses and gratification theory
This theory explains how people actively seek for media that satisfy their needs. Everyone has
different needs, for instance: identity, relationship, relaxation/entertainment and knowledge. These
needs can be fulfilled by social media use. Media use is also influenced by personality differences.
For instance, people who are introvert might prefer to have contact via social media. During this
generation different media compete with each other. For instance, Netflix let the users choose their
own movies, but since a few months, Netflix no longer offer Disney Movies. Disney Channel + offer
instead the Disney movies.

Ecological Perspective (Bronfenbrenner)
The Ecological Perspective by Bronfenbrenner is not a media
theory, but an ecological model you can use for youth media
use. The Bronfenbrenner’s Ecological System Model is divided in
4 parts:

➢ Micro system; the child’s direct environment. For
example, their peer group, family, school or
community/neighbourhood. How these people think
about media, can influence how the child uses media.
➢ Meso system; the connection between the daily
environments of the child. It defines the relationship
between the systems. For instance, the relationship
between parents and peers. If the child is not allowed to
play games at home, the child can also play games at a
friend’s house.
➢ Exo system; the indirect environments of the child. For example, the job of the parents. How
much they work can define what kind of games they buy for their children or not. Economic
resources can therefore influence digital media use.
➢ Macrosystem; the more abstract system like cultures, values and believes. This has to do
with the legal system; certain media can’t be used by young people (12+ etc.). So cultural
values influence media use.

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