Girls, Media and Online Gaming

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Girls, Media and Online Gaming: Reflections on the Use of Popular Culture for Health Promotion Renee Hobbs Temple University April 10, 2007

description

Renee Hobbs presented at Teachers College Columbia University in 2007, describing the develop of My Pop Studio. com, an online play space designed to introduce girls to media literacy through play.

Transcript of Girls, Media and Online Gaming

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Girls, Media and Online Gaming:

Reflections on the Use ofPopular Culture for Health

Promotion

Renee Hobbs Temple University

April 10, 2007

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My Six Hats

• hat ADVOCATE

RESEARCH SCHOLAR

CURRICULUM DEVELOPER

EDUCATOR

PARENT

CITIZEN

Each role shapes my questions about girls, games, media literacy and online media.

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Launched in July 2006

http://mypopstudio.com

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Creative Production

&Critical Analysis

• Celebrity culture• Music and emotion• Time & choice in media consumption• Personal and social identity & values• Stereotyping/issues of

representation• Impact of multi-tasking on attention• How digital media affects friendships• The beauty ideal

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Overall Learning Goals

Girls will understand… 1) that people make choices when they

construct media and those choices shape the form and content of messages;

2) that there are values present in media

messages that imply ideas about people’s attitudes, lifestyle and behaviors.

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A Model of Program ImpactProgram Mediators

Primary Outcomes

Secondary Outcomes

Media Literacy

Activation of Critical Thinking

Skills

Activation of Creation

Skills

Sense of Mastery/

Competence

Positive Developmental

Outcomes

Recognition of Constructedness

of Messages

Recognition of Values

Messages

Metacognitive Modeling

Knowledge

Transfer of Skills to Media Environment

Awareness of Media’s Role in

Health

Proximal Distal

Repeated Use

Participation in an Online Community

Activation of Creation

SkillsEnjoyment/Play

Pleasure

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The Balancing Act

http://mypopstudio.com

Play vs. learning

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Key Concepts of Media Literacy

1. Messages are constructed2. They are representations that have embedded values and points of view.3. Media use unique languages, codes, genres & conventions.4. Messages are created and circulate within a socio-political and economic context.5. People interpret messages differently depending

ontheir lived experiences & prior knowledge.

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The Balancing Act

http://mypopstudio.com

Play vs. learning

Immersion/flow vs. meta-cognition

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Some Reflections & Implications

Games provide immersive experienceswhere users can experience flow states that build a sense of mastery/competence, but…

…immersion may work against the process of developing meta-cognitive thinking where critical distancing &analytic skills are important

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A Model of Program ImpactProgram Mediators

Primary Outcomes

Secondary Outcomes

Media Literacy

Activation of Critical Thinking

Skills

Activation of Creation

Skills

Sense of Mastery/

Competence

Positive Developmental

Outcomes

Recognition of Constructedness

of Messages

Recognition of Values

Messages

Metacognitive Modeling

Knowledge

Transfer of Skills to Media Environment

Awareness of Media’s Role in

Health

Proximal Distal

Repeated Use

Participation in an Online Community

Activation of Creation

SkillsEnjoyment/Play

Pleasure

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Eight Forums Provide Conversation

Places for Users

Synchronous

Communication

ie.,

IM/chatrooms

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Eight Forums Provide a Conversation

Place for Users

• Compliments• Criticisms• Connections: between game and

personal life, media & world• Promotion

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Examples

Britty_free: (commenting about Rivers): You are really good at this……maybe you can help me with some some?

Zaraerliz: (commenting about Emma): This was awful- you really need to sort out your girl – she is U.G.L.Y!!!!

BrokliGrl5: Can someone please watch Riley?? Pleasee

Coolmary22: If any of u were celebritys you wouldn’t say so u would want to be treated “normel” or sompin like tha

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Eight Forums Provide a Conversation

Place for Users

• Dialogue among existing friends• Flaming• Self-disclosure & authenticity

verification• Self-policing• Flirting/sex talk• Cyber sex• Luring/stalking

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Examples

Annoyingjabber411: is any1 there now!!!???? *SIGH*

Ms.Concedded: mandycaro78, why did you name your popstar puerto rico? Thats stupid!!!!!!!!!!!!!

Applepie413: Are you going to Smileys after practice?

Pam-pam: Crystal u sound like u is on crackChannel: yeah you just jelous!

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Examples

Hey: soccerkate u need to stop being mean and using bad

language because this is not what the web site is

Shelayx3: r u from Toronto?

Chrissie777: where do you live?

Lets_have_s.e.x.: how old r u

Hot guy: go 2 the tv chat roomHot guy: come on hottie

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The Straws that Broke the Camel’s Back

Two parent complaintsOne cybersex dialogueOne possible luring/stalking situation

We moved from an unmonitored site (July 2006) to

a monitored site for 10 hours weekly (September 2006)

to pre-approving comments (March 2007)

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Some Reflections & Implications

http://mypopstudio.com

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The Balancing Act

http://mypopstudio.com

Play vs. learning

Immersion/flow vs. meta-cognition

Freedom/exploration vs. control/safety

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A Model of Program ImpactProgram Mediators

Primary Outcomes

Secondary Outcomes

Media Literacy

Activation of Critical Thinking

Skills

Activation of Creation

Skills

Sense of Mastery/

Competence

Positive Developmental

Outcomes

Recognition of Constructedness

of Messages

Recognition of Values

Messages

Metacognitive Modeling

Knowledge

Transfer of Skills to Media Environment

Awareness of Media’s Role in

Health

Proximal Distal

Repeated Use

Participation in an Online Community

Activation of Creation

SkillsEnjoyment/Play

Pleasure

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Some Reflections & Implications

Self-disclosure and authenticity verification are normal communicative processes of social interaction yet they are contradicted by the language of “privacy and safety” usedby adults about online communication

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Some Reflections & Implications

Sexual exploration is a natural developmental milestone for adolescent girls and IM/chat provides anonymity to practice or try out various identity roles

….but this doesn’t support our key learning outcomes for media literacy

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Some Reflections & Implications

There was a more authentic sense of community when there were no controls…

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Some Reflections & Implications

There was a more authentic sense of community when there were no controls…

….but IM/chat social interaction was distracting from the educational goals of the site and creating potential safety hazards

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Opportunities and Challengesfor the Use of Popular Culture

in the Classroom

• Play vs. learning

• Immersion/flow vs. meta-cognition

• Freedom/exploration vs. control/safety

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Next Steps for Research

1. Content analysis of user-produced materials & user comments

2. Online focus groups with users and non-users to explore concepts of meta-cognition, play, and learning

3. Experimental design measuring key learning outcomes among middle-school girls

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Renee HobbsTemple UniversityPhiladelphia PAEmail: [email protected]: (215) 204 4291Web: http://mediaeducationlab.com