Young People, Ethics, and the New Digital Media A Synthesis from the GoodPlay Project

Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Proj...

Full description

Bibliographic Details
Main Author: James, Carrie
Format: eBook
Language:English
Published: Cambridge The MIT Press 2009
Subjects:
Online Access:
Collection: OAPEN - Collection details see MPG.ReNa
LEADER 02635nma a2200289 u 4500
001 EB002060533
003 EBX01000000000000001201644
005 00000000000000.0
007 cr|||||||||||||||||||||
008 220825 ||| eng
020 |a 9780262513630 
100 1 |a James, Carrie 
245 0 0 |a Young People, Ethics, and the New Digital Media  |h Elektronische Ressource  |b A Synthesis from the GoodPlay Project 
260 |a Cambridge  |b The MIT Press  |c 2009 
300 |a 128 p. 
653 |a Impact of science and technology on society 
653 |a Educational equipment and technology, computer-aided learning (CAL) 
653 |a online media 
653 |a youth 
041 0 7 |a eng  |2 ISO 639-2 
989 |b OAPEN  |a OAPEN 
500 |a Creative Commons (cc), by-nc-nd/4.0, http://creativecommons.org/licenses/by-nc-nd/4.0 
856 4 2 |u http://library.oapen.org/handle/20.500.12657/26077  |z OAPEN Library: description of the publication 
856 4 0 |u https://library.oapen.org/bitstream/id/15db1383-cb70-4e8d-a0e6-9b6e8f329aae/1004008.pdf  |x Verlag  |3 Volltext 
082 0 |a 370 
082 0 |a 600 
520 |a Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigates the ethical fault lines of such digital pursuits. The authors argue that five key issues are at stake in the new media: identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, the report explores the ways in which youth may be redefining these concepts as they engage with new digital media. The authors propose a model of "good play" that involves the unique affordances of the new digital media; related technical and new media literacies; cognitive and moral development and values; online and offline peer culture; and ethical supports, including the absence or presence of adult mentors and relevant educational curricula. This proposed model for ethical play sets the stage for the next part of the GoodPlay project, an empirical study that will invite young people to share their stories of engagement with the new digital media.The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning