22.07.2015 Views

1GyAp2x

1GyAp2x

1GyAp2x

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

4 Introduction2008; Ito, Okabe, and Matsuda 2005; Ling 2004; Livingstone 2008;Mazzarella 2005). Although the United Kingdom has funded some largescalequalitative studies on youth new media engagements (Livingstone2002; Holloway and Valentine 2003), the United States has not had comparablequalitative studies that look across a range of different populationsand new media practices. What is generally lacking in the literature overall,and in the United States in particular, is an understanding of how newmedia practices are embedded in a broader social and cultural ecology.While we have a picture of technology trends on one hand, and spotlightson specific youth populations and practices on the other, we need morework that brings these two pieces of the puzzle together. How are specificnew media practices embedded in existing (and evolving) social structuresand cultural categories?In this section of the introduction, we describe how our work addressesthis gap, outlining our methodological commitments and descriptive focusthat have defined the scope of this book. The first goal of this book is todocument youth new media practice in rich, qualitative detail to providea picture of how young people are mobilizing these media and technologiesin their everyday lives. The descriptive frame of our study is definedby our ethnographic approach, the study of youth culture and practice,and the study of new media.EthnographyUsing an ethnographic approach means that we work to understand howmedia and technology are meaningful to people in the context of theireveryday lives. We do not see media or technology as determining orimpacting society, culture, or individuals as an external force with its owninternal logic, but rather as embodiments of social and cultural relationshipsthat in turn shape and structure our possibilities for social action andcultural expression (see Bijker, Hughes, and Pinch 1987; Edwards 1995;Hine 2000). It follows that we do not see the content of the media or themedia platform (TV, books, games, etc.) as the most important variablesfor determining social or cognitive outcomes. For example, we look at howvideo-game play is part of youth social lives, where it is situated in thehome, how parents regulate play with the games, and how youth identifywith the content and characters. We see outcomes not only in whether achild has identified with or learned media content but also in such things

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!