Interactive Media Practices of Young People
Transcription
Interactive Media Practices of Young People
Interactive Media Practices of Young People: Origins, Backgrounds, Motives and Patterns ! Antoine van den Beemt IVLOS Series The IVLOS-series is published by IVLOS Institute of Education of Utrecht University (Instituut voor Lerarenopleiding, Onderwijsontwikkeling en Studievaardigheden). The purpose of this series is the dissemination of results of research to enhance the quality of education. The members of the editorial board are: Prof. dr. A. Pilot Prof. dr. P. R. J. Simons Prof. dr. J. D. H. M. Vermunt Recent publications in this serie are: M. D. Endedijk. Student teachers’ self-regulated learning. I. Zitter. Designing for learning. Studying learning environments in higher professional education from a design perspective. M. N. Rosenfeld. Developing teacher sensitivity to individual learning differences. Studies on increasing teacher effectiveness. M. J. J. Coenders. Leerarchitectuur.Een exploratief onderzoek naar de relatie tussen ruimte en leren in werksituaties en het ontwerpen voor leren dichtbij de praktijk M. Moonen. Testing the multi-feature hypothesis. Tasks, mental actions and second language acquisition. Ä. Leijen. The reflective dancer. ICT support for practical training. M. P. Nguyen. Culture and cooperation: Cooperative learning in Asian Confucian heritage cultures – The case of Viet Nam. A. Hoekstra. Experienced teachers’ informal learning in the workplace. J. van der Pol. Facilitating online learning conversations: Exploring tool affordances in higher education. S. F. Akkerman. Strangers in dialogue: Academic collaboration across organizational boundaries. Van den Beemt, A. A. J. Interactive Media Practices of Young People: Origins, Backgrounds, Motives and Patterns Het gebruik van interactieve media door jongeren: bronnen, achtergronden, motieven en patronen) Proefschrift Universiteit Utrecht – Met literatuuropgave – Met samenvatting in het Nederlands ISBN 9789088912122 Keywords: education, interactive media, learning, net generation, participation, patterns Trefwoorden: onderwijs, interactieve media, leren, netgeneratie, participatie, patronen Cover Design: Gé Helsen. Cover Photo: Lex van Lith, 2001, Zonder titel (OL80800101), 80x80 cm, oil on canvas. Printed by: Proefschriftmaken.nl || Printyourthesis.com Published by: Uitgeverij BOXPress, Oisterwijk © 2010, Antoine van den Beemt All rights reserved. No part of this thesis may be reproduced, stored in databases or retrieval systems, or transmitted in any form or by any means, electronical, mechanical, photocopying, recording or otherwise, without the prior written permission of the author. Interactive Media Practices of Young People: Origins, Backgrounds, Motives and Patterns Het gebruik van interactieve media door jongeren: bronnen, achtergronden, motieven en patronen (met een samenvatting in het Nederlands) Proefschrift ter verkrijging van de graad van doctor aan de Universiteit Utrecht op gezag van de rector magnificus, prof.dr. J.C. Stoof, ingevolge het besluit van het college voor promoties in het openbaar te verdedigen op vrijdag 17 december 2010 des middags te 12.45 uur door Antonius Arnoldus Jacobus van den Beemt geboren op 24 december 1967, te Breda Promotor: Prof.dr. P.R.J. Simons Co-promotor: Dr. S.F. Akkerman Dit proefschrift werd mede mogelijk gemaakt met financiële steun van Fontys Hogescholen. Manuscript commissie: Prof.dr. M. De Haan, Universiteit Utrecht Prof.dr. J. Jansz, Erasmus Universiteit Rotterdam Prof dr. D.W. Shaffer, University of Wisconsin-Madison Prof.dr. W. Veen, Technische Universiteit Delft Acknowledgements It was long ago, in a time when the world was considered flat again, and all young people were thought to be using interactive media as one homogeneous group. It was in those days that Ton Bruining revived my long lost dream to leave behind the 'not yet'-stage and become a Doctor of Philosophy. We talked about education, learning and the possible use of internet and games as learning tools. Ton introduced me to Robert-Jan Simons, for which I am greatly indebted to him. During our first meeting, Robert-Jan listened to my ideas and nodded. Then he asked me if I really wanted to pursue the enterprise of a PhD project. He would ask me that, time and again for the following eight months. The first time, I answered, “yes, I really want to, but let me think about it”. And Robert-Jan nodded. So I went to France, and thought about it. And one evening, in restaurant ‘Le Coq d'Or’ in Cognac, I decided “yes I will do it!”. I called the garçon and ordered an XO. He returned, uncorked a bottle with a handwritten label on it, and filled my glass generously. Drinking the XO was a moment of magic. A myriad of flavours filled my mouth and nostrils. I would like to think that at this moment the spirit of thesis was blown into my nose. I went home, told Robert-Jan about my decision, and he nodded. That's how it started. This thesis is the final result. Between the summer of 2006 and the summer of 2010, I wrote this thesis, rebuilt my house twice, became a father twice, saw hospitals on the inside, more than twice, and I developed a game-design curriculum at Fontys University of Applied Sciences. Completing all of this was only possible thanks to a number of people: First of all, Robert-Jan, a master in accepting multiple truths. Thank you for your open minded attitude, the discussions and the consistent search for positive formulations in my texts. Sanne, thank you for your persistent constructiveness in both attitude and feedback. With your simultaneous attention to both detail and the larger picture you showed great editorial skills. Scientific writing is a vocation. Your way of supervising inspired me to re-examine my own role as a teacher and supervisor. Together, Sanne and Robert-Jan formed the best team of supervisors I could think of. You made this a great experience! Thank you: Ton Bruining, for reviving the dream and introducing me to your network. My former colleagues at CMD-Breda, for your advice and comments at the start of the project. Joke Jansen, for believing in this project and for giving me the chance to complete this thesis in times of turmoil. My colleagues at the GD&T team, especially Gabri Heinrichs, for covering for me in the last few years, for inventing labels for my research results. Menno Deen and Gabri, for proof-reading, even when deadlines where looming. Bob Wilkinson, for language corrections. David Shaffer, for convincing me to publish the preliminary study, chapter 3 in this thesis. Laurence Frank and Perry den Brok, for methodological support. Chris Jones, for inviting me to your network of researchers on interactive media and students. A special thank you to my online PLN: many of you I have never met in person, but in a perpetuous stream of subject related tweets you are a source of inspiration. The research described in this thesis could not have been completed without the help of Jan Beijers, Arnoud van Leuven, Etienne Houben and many teachers and school principals, together with 178 + 2138 + 11 students. For Luc and Isabelle, my writing this thesis meant ‘daddy working upstairs’. I am glad they never cease(d) to show me that there is a life beside the thesis. You are right guys, building MegaBlocks towers is indeed the most important skill in this world. My friends, especially Esther and Piet-Hein, Sim and Ingeborg, thank you for your support. Sim and Piet-Hein, I am happy that you both agreed to stand by my side today. Elly, thank you.... for being there, for not reading my manuscripts, for still trying to follow lines of reasoning, for commenting on attitude and aberrations of my mind, for posing 'what if...'-questions, for two lovely headstrong children, for sharing night-shifts when stress levels raised to the max, for commenting on grumpyness and susceptibility, for living without daily fresh word-jokes for almost four years. Thanks everyone! It was hard work, it was fun and I enjoyed the ride. And it was a ride. Antoine van den Beemt Tilburg, december 2010 Contents Chapter 1 Introduction 11 Chapter 2 Considering young people's motives for interactive media use 23 Chapter 3 The use of interactive media among today's youth: Results of a survey 53 Chapter 4 Patterns of interactive media use among contemporary youth 75 Chapter 5 Student characteristics contributing to interactive media use 103 Chapter 6 Pathways in interactive media practices among youths 135 Chapter 7 Discussion and reflection 155 Samenvatting in het Nederlands 181 Curriculum Vitae 191 Publications 193 CHAPTER ONE Introduction ! 12 ! Chapter 1 1. Scientific and social context of this study At the beginning of the 21st century, educators, journalists and researchers showed a large interest in young people's1 use of Internet applications and videogames. Many publications discussed possible implications of this use, often in relation to the future of learning and education (cf. Boschma & Groen, 2006; Oblinger & Oblinger, 2005; Prenksy, 2006; Veen & Jacobs, 2005). These publications contributed to a peak in what came to be known as the net generation debate, which started when Tapscott (1998) coined the term 'Net generation'. In its best form, the debate evoked educators to think about the implementation as learning tools of Internet applications and videogames, which we define as interactive media. However, often the net generation debate was interpreted as a call for radical education renewal (Bullen, 2008). This call was based on the assumption that young people's intensive use of interactive media in and out of school would make them think and learn in a different manner compared to earlier generations. Some participants in the debate even claimed that because of this intensive media use, young people's brains would be different from those of older people (Prensky, 2006). The publications contributing to the net generation debate hardly included any large-scale empirical studies examining the actual use of interactive media, user backgrounds or consequences of interactive media use. Most available studies were influenced by presumptions, claims and emotions, rather than based on theorydriven empirical evidence (see also Hargittai, 2010; Jones, Ramanau, Cross, & Healing, 2009; Selwyn, 2010a). Nonetheless, researchers, journalists and educators broadly absorbed conclusions drawn from these studies (Bisschop-Boele, 2005; Bennet, Maton, & Kervin, 2008). These conclusions caused educators to foresee problems in addressing and challenging future students in school. For instance, policy documents of several Dutch institutions for higher education maintained that the cohorts entering schools from 2010 onward would ask for a different approach because of their skilful and experienced interactive media use (cf. Avans Hogeschool, 2006; Stichting Brabantse Hogescholen, 2003). 1 'Young people' and 'youths' in this text both refer to a cohort of young people, especially those aged 10 to 25. We distinghuish our references to young people, including 'youth', from the social construct of youthfulness. See also Buckingham (2008) for a discussion of 'youth' as a social construct. Introduction ! 13 2. Aims and research questions The lack of empirical data combined with the broad interest among educators made it timely and significant to focus attention on the phenomenon of young people's interactive media practices. Accordingly, the aim of this PhD study is to produce an academic account of students' relations to interactive media in view of possible consequences for education. This account should describe the present use of interactive media and its consequences, rather than a speculative forecast of the future of education. Therefore, the emphasis in this study is on 'here and now' realities (Selwyn, 2010a) of the 'mundane' (Buckingham, 2008) forms of interactive media use found among students. This emphasis goes together with a critical attitude towards the employment of interactive media as learning tools in education. The question central to this PhD thesis can be formulated as: What interactive media practices do young people in contemporary Western society engage in? We expect to find diversity among youths regarding the use of interactive media in relation to the repertoire of experiences, stories, tools, and ways of addressing recurring problems, also known as practice (Wenger 1998). Accordingly, the hypothesis for this thesis is: a diversity in interactive media practices can be found among young people in terms of origins, backgrounds, motives, and patterns. This hypothesis is grounded in the idea that human behaviour is formed in a dynamic exchange with other people and objects, as discussed in the works of Thomas (1928), Schütz (1964, 1967) and Berger & Luckmann (1966). This dynamic exchange relates to ways in which people naturally organise themselves in networks of likeminded others, within which they learn through processes of participation. Contemporary examples of this approach are the concepts peripheral participation and practices (Lavé & Wenger, 1991; Wenger, 1998), theoretical approaches to modernity (Giddens, 1993; Van den Brink, 2007), ethnographic accounts of technology use (Latour & Woolgar, 1979; Suchman, 1993; Traweek, 1992; Turkle, 1995) and youth culture research (Brake, 1985; Buckingham, 2008). A thorough investigation of a possible diversity in interactive media use includes examining motives, patterns, backgrounds and origins of interactive media use among youths. Examining exactly these aspects follows from the idea of a natural development of practices, which we expect to lead to a grouping of a) interactive media and b) opinions and preferences related to these media. Subsequently, we expect this grouping to be influenced by peers and by background 14 ! Chapter 1 characteristics, such as educational level and gender. Hence, we formulated the following sub-questions, each of them forming the basis for a study within this thesis. First, we wanted to know what brings youths to use interactive media, given the current state of affairs in society: What motivates contemporary youth in Western societies to use interactive media? Second, with the motives as perspective, we examined the actual use of interactive media, including a possible diversity represented in patterns of behaviour: Can patterns be found in the interactive media activities and opinions of young people? Third, with these patterns surveyed, we investigated contributing user backgrounds: How do background factors and opinions contribute to intensity in interactive media use? Finally, we used the image of motives, patterns and backgrounds to investigate the emergence of interactive media use among youths: What are the origins of diversity in interactive media patterns? 3. Scientific and practical relevance The scientific relevance of empirically investigating origins, backgrounds, motives and patterns of interactive media use, is the resulting comprehensive image of young people's interactive media practices. This thesis fits in a growing stream of empirical studies about young people's interactive media use. However, our studies have additional value because of the large data sample consisting of reports by students from a broad range of ages and educational levels, on which we employ multiple methods of analysis. We conduct our studies on the boundaries of three fields of research: sociology, (interactive) media studies and educational science. Crossing the boundaries of these fields provides added value because it allows us to examine our main question in relation to young people's actual use of interactive media, their corresponding opinions and preferences and the possible consequences for education. All three fields of research emphasize that human behaviour, including learning, is socially organized in the form of diversity in practices. Practical relevance of this study is provided by the analysis of possible consequences for education in view of each sub-question. Contemporary students bring their interactive media knowledge, experience and subsequent networks to school. Suitable education requires knowledge of the everyday lives of students as socially formed and mediated by interactive media in diverse ways. Introduction ! 15 4. Structure of studies The chapters in this thesis follow the order of the sub-questions as discussed above, which is similar to the sequence in which the separate studies were conducted2 (see Figure 1). The problem of this thesis is addressed by going along the path of developing a perspective, collecting and analysing empirical data and deducting implications for education. Accordingly, this thesis starts with a literature study that results in a framework for the subsequent questions. This framework maintains that Motives for interactive media use Patterns of interactive media use Patterns of interactive media use Backgrounds of interactive media use Origins of interactive media use Reflection on implications Literature review Preliminary survey - Cluster analysis Large-scale survey - Confirmatory Factor analysis, Exploratory factor analysis Multi level analysis on survey data Qualitative study - Semi-structured interviewing, Autodriving visual elicitation, Photo elicitation Discussion Figure 1: Structure of Studies 2 As a consequence of journal policy, the language in this thesis alternates between UK English and US English. Chapter 2 and Chapter 3 were written in US English, all other chapters in UK English. 16 ! Chapter 1 technology is a socially constructed phenomenon and that interactive media have a function in people's day-to-day activities and corresponding reflections. The literature study is followed by a preliminary empirical survey, which explores the diversity in interactive media use among students. We replicated this study with a larger sample and more profound analyses. This large-scale survey study is followed by a multilevel analysis of background factors contributing to interactive media use. Next, we examine origins of interactive media use by means of a qualitative study. In the final chapter we reflect on theory, methodology, empirical results and implications for both research and education. In what follows we introduce the different studies and their relation to the main question. 4.1 Overview of motives for young people's interactive media use (Chapter 2) Before starting our empirical investigation of interactive media practices among contemporary youths, we searched for a perspective to frame our research questions. First we looked at the assertions and central question of the net generation debate by discussing studies in this context published between 1998 and 2009. The main assumption of the debate is the existence of a new generation of students that is different from earlier generations with regard to interactive media use. Because publications about young people's interactive media use describe contemporary youth as different from earlier generations, we applied late modernity as a concept to describe the current state of affairs in society. With this concept as jumping-off point, we formulated our research question about the role of interactive media in the dynamic of renewal and tradition for young people: What motivates contemporary youth in Western societies to use interactive media? Because we argue for theory-driven empirical research rather than assertions as a basis for education development, we discussed sensitizing concepts as a perspective for research on the relation between interactive media and youth culture. The sensitizing concepts contributed to an understanding of how in contemporary society human behaviour is influenced by forces of renewal and tradition. This examination led to questions for education and a subsequent plan for future research, which should focus on diversity among students. This plan entailed studying both the preferences and the actual use of interactive media, which should be a concern of educational practices. Introduction ! 17 4.2 Diversity in young people's interactive media use (Chapter 3) The empirical examination of young people's interactive media practices started with a quantitative study conducted in view of the motives for interactive media use, which we discussed in the first chapter. These motives and the forces of tradition and renewal in society make it reasonable to find diversity in interactive media use among youths. The aim of our investigation was to scrutinize the net generation debate's assumption of homogeneity, which we questioned from a sociological perspective. We expected that human behaviour, including interactive media use, could be described in patterns. Therefore the research question for this chapter: Can patterns be found in the use of interactive media among youth? We answered this question by a survey among 178 Dutch students aged 10 to 23. In order to add value to other studies, we intended our respondents to come from several educational levels and a broad age range. We explored diversity in interactive media use among our respondents by employing cluster analysis. By including all interactive media applications used at the time of inquiry in the analysis, without a priori categories, we were able to create a bottom-up image of the interactive media use among youth. This bottom-up approach allowed us to analyse relations between individual activities. The results provided a contextualized understanding of the position of interactive media in the lives of contemporary youth, and a nuanced conceptualization of the ‘net generation’. At the same time, these results called for a follow-up study, with a larger sample and more profound analyses. 4.3 Patterns in young people's interactive media use (Chapter 4) The preliminary survey was replicated with a larger and geographically more dispersed sample of 2138 Dutch students aged 9 to 23 in education levels ranging from primary education to higher professional education. The results of the preliminary study called for a better understanding of the categories of interactive media and the characteristics of users. Therefore we extended the research question to: Can patterns be found in the interactive media activities and opinions of young people? To answer this question, we employed confirmatory factor analysis, exploratory factor analysis and cluster analysis on the dataset. The results show educators what differences in interactive media use among youths exist. These differences are of importance for applying these media as learning tools or for addressing the 18 ! Chapter 1 expertise, preferences and identities that students develop by using interactive media. 4.4 Backgrounds of interactive media use (Chapter 5) The results of the survey study gave rise to further examine the contribution of student, class and school characteristics to the intensity of interactive media use. We expected that several factors - including gender, educational level, peers in class and preferences for specific media - would contribute to the intensity of interactive media activities. To examine this expectated result, we formulated the following research question: How do background factors and opinions contribute to intensity in interactive media use? We answered this question by means of multilevel analysis. The categories of interactive media activities found in the survey served as a starting point for this analysis. We took into account the hierarchical structure of the data by analysing factors on school, class and student level. These results specify the pointers for educators to think through possible consequences of young people's interactive media use. 4.5 The nature of students’ diversity in interactive media use (Chapter 6) The categories of users found in our quantitative analyses served as a jumping off point for a qualitative study. This study examined how eleven Dutch middle school students developed interest in specific types of interactive media practices and how they perceived these practices in relation to others. With this focus we aimed to understand the nature of the diversity in interactive media practices that was found in earlier studies. The main question for this study was formulated as follows: What are the origins of diversity in interactive media patterns? We answered this question by focusing on 1) the causes to become interested in specific interactive media practices, and 2) the students' perception of their own interactive media practices in relation to others. The methods included semi-structured interviewing, autodriving visual elicitation and photo elicitation using 'moodboards'. Together with the other four studies, this qualitative analysis provides a contextualised understanding of both the emergence of interactive media practices and possible implications for education. Introduction ! 19 4.6 Discussion and reflection (Chapter 7) The final chapter aimed to reflect on the theories, methods and results discussed in the preceding chapters. The benefits and limitations of the applied theoretical and methodological approaches are discussed by exemplifying their essential aspects. This led to recommendations for future research alongside implications for research and education. These implications are elaborated on with a focus on digital games and are presented as an overview of lenses to critically examine the application of digital games in educational contexts. 5. Published chapters The following chapters of this PhD thesis have been published by peer-reviewed international journals: • Chapter 2 has been published as: o Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010). Considering young people's motives for interactive media use. Educational Research Review, DOI: 10.1016/j.edurev.2010.06.002 • Chapter 3 has been published as: o Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010). The use of interactive media among today's youth: results of a survey. Computers in Human Behavior, Vol. 26, 1158-1165. DOI: 10.1016/j.chb.2010.03.022 • Chapter 4 has been published as: o Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010). Patterns of interactive media use among contemporary youth. Journal of Computer Assisted Learning, DOI: 10.1111/j.1365-2729.2010.00384.x • Chapter 6 has been accepted as: o Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010). Pathways in interactive media practices among young people. Learning, Media and Technology 20 ! Chapter 1 The following chapter of this PhD thesis has been submitted to a peer-reviewed international journal: • Chapter 5 has been submitted as: o Van den Beemt, A., Akkerman, S., Den Brok, P., & Simons, P.R.J. (under review). Student characteristics contributing to interactive media use. Introduction ! 21 References Avans Hogeschool (2006) Wederkerig investeren, Meerjarenbeleidsplan van Avans Hogeschool 2007-2010 [Investing reciprocically, policy plan of Avans Hogeschool 2007-2010]. Bennett, S., Maton, K., & Kervin, L. (2008). The ‘digital natives’ debate: A critical review of the evidence, British Journal of Educational Technology, doi:10.1111/j.14678535.2007.00793.x Berger, J., & Luckmann, G. (1966). The social construction of reality. Middlesex: Penguin. Bisschop Boele, E. (2005). Leren van jongeren: Een kritische blik. [Learning from young people: A critical view]. Retrieved November 11, 2007 from http://www.scienceguide.nl/article.asp?articleid=100449. Boschma, J., & Groen, I. (2006). De Einstein Generatie. [Generation Einstein]. Amsterdam: Prentice Hall. Brake, M. (1985). Comparative youth culture. London: Routledge & Kegan Paul. Buckingham, D. (Ed.) (2008). Youth, Identity, and Digital Media. Cambridge: MIT Press. Bullen, M. (2008). Contradictions in Oblinger & Oblinger. Retrieved April 3, 2009 from http://netgennonsense.blogspot.com/2008/04/contradictions-in-oblingeroblinger.html Giddens, A (1993). The Consequences of Modernity. Cambridge: Polity Press. Hargittai, E. (2010). Digital Na(t)ives? Variation in Internet Skills and Uses among Members of the ‘‘Net Generation’. Sociological Inquiry, Vol. 80, No. 1, 92–113 Jones, C., Ramanau, R., Cross, S., & Healing, G. (2009). Net generation or Digital Natives: Is there a distinct new generation entering university? Computers & Education, doi:10.1016/j.compedu.2009.09.022 Latour, B., Woolgar, S. (1979). Laboratory Life: the Social Construction of Scientific Facts, Los Angeles: Sage. Lavé, J. and Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge: Cambridge University Press. Oblinger, D., Oblinger, J. (Eds.) (2005). Educating the Net generation. Boulder, CO: EDUCAUSE. Retrieved March 09, 2008, from http://www.educause.edu/educatingthenetgen Prensky, M. (2006). Don’t Bother Me Mum, I’m Learning. St. Paul: Paragon House. 22 ! Chapter 1 Schütz, A. (1964). Collected Papers, vol 2. Den Haag: Nijhoff. Schütz, A. (1967). Collected Papers, vol 1. Den Haag: Nijhoff. Selwyn, N. (2010a) Looking beyond learning: notes towards the critical study of educational technology, Journal of Computer Assisted Learning, 26, 65–73. Selwyn, N. (2010b). The educational significance of social media: a critical perspective. Keynote presented at the AACE Ed-Media Conference 2010, Toronto, Canada. Stichting Brabantse Hogescholen (2003). Meerjarenbeleidsplan 2003-2006 [Policy plan 2003-2006]. Suchman, L. (1993) Plans and situated actions: The problem of human-machine communication. Cambridge: Cambridge University Press. Tapscott, D. (1998). Growing up digital: The rise of the net generation. New York: McGraw Hill. Thomas, W.I. (1928). The Child in America: Behavior problems and programs. New York: Knopf. Traweek, S. (1992) Beamtimes and Lifetimes: The world of high energy physicists. Cambridge: Harvard University Press. Turkle, S. (1995). Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster. Van den Brink, G. (2007). Moderniteit als opgave. Een antwoord aan relativisme en conservatisme. [Modernity as assignment. A reply to relativism and conservatism] Amsterdam: Sun. Veen, W., & Jacobs, F. (2005). Leren van Jongeren. [Learning of young people]. Utrecht: Stichting Surf. Wenger, E. (1998). Communities of Practice: Learning, meaning, and identity. Cambridge: Cambridge University Press. CHAPTER TWO Considering young people's motives for interactive media use1 ! Abstract Young people's increasing use of interactive media has led to assertions about possible consequences for education. Rather than following assertions, we argue for theory-driven empirical research as a basis for education renewal. First, we review the existing empirical research, concluding that there is almost no theory-driven research available. Subsequently we discuss sensitizing concepts as a perspective for research on the relation between interactive media and youth culture. These concepts, derived from the literature, include insecurity, reflexivity, affinity spaces and shape-shifting portfolio people. With this perspective we examine social and cultural functions of interactive media within contemporary Western youth culture. This examination leads to questions for education and a subsequent plan for future research, with a focus on diversity among students and the development of local cultures. This entails studying both the motives as well as the actual use of interactive media, which should be the concern of educational practices. 1 This chapter has been published as: Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010). Considering young people's motives for interactive media use. Educational Research Review, DOI: 10.1016/j.edurev.2010.06.002 24 ! Chapter 2 1. Introduction Western countries and large parts of Asia are witnessing a generation of young people who have spent their entire lives surrounded by Internet, games and mobile phones (Ito et al., 2008). During the last decade, interactive media, consisting of games and Internet applications, have become tools for information and communication that are used daily by the so-called ‘Netgeneration’ (Tapscott, 1998). This development has led to many assertions about the enormous effect of interactive media on youth (cf. Prensky, 2006; Veen & Jacobs, 2005). For instance, it is believed that the members of the net generation are fast and impatient, live at ‘twitchspeed’ (Prensky, 1998), get bored easily, and have a short attention span. Social interaction for them means being always online and connected; networking is their lifestyle. When it comes to learning they do not want to read books, they want to learn by doing, in a similar way as in videogames. They only want to work towards clear goals, preferably while multi-tasking. They do their homework, while at the same time chatting with friends, watching television and surfing the net (Prensky, 2006). Several authors have argued that consequently, children will develop a different attitude towards communication patterns (Veen & Jacobs, 2005) and as a result will use information in a different manner or even will learn in a different way. However, this characterization of the net generation is for the larger part the result of generalizations based on professional opinions and literature studies rather than being a differentiated description founded on empirical evidence (Bennett, Maton, & Kervin, 2008; Schulmeister, 2008). The arrival of a new generation, as suggested in the terms ‘Netgeneration’ (Tapscott, 1998), ‘Generation Einstein’ (Boschma & Groen, 2006), ‘Millennials’ (Howe & Strauss, 2000), ‘Webgeneration’ (Hartmann, 2003) or ‘Digital natives’ (Prensky, 2001), has inspired participants in the net generation debate to connect interactive media use directly to consequences for education. Along with the generalized characterization of youth, strong statements are made which call for a radical departure in education from the old and an embracing of the new (Bisschop Boele, 2005; cf. Oblinger & Oblinger, 2005). The net generation debate has two limitations. First, the debate presumes homogeneity among all contemporary youth, as is implied by the 'generation' terminology. Second, the debate typifies youth on the basis of interactive media use, rather than on the motives for this use. This approach bears the risk of considering Considering young people's motives ! 25 interactive media as a goal in itself, instead of seeing its contribution to the ways people relate to each other and to sources of information and communication. In order to add value to the net generation debate, it is important to study the ways interactive media function in young people's activities from the perspective of a changing society. This perspective allows describing possible consequences of societal tendencies for young people's everyday life; it allows describing interactive media as part of young people's behavior and systems of values and beliefs. The functions of interactive media in everyday life are considered here as the motives for types of interactive media use among youth. Studying these motives asks for a sociological understanding of culture, specifically contemporary youth culture. Youth culture can be defined as the particular way of life of young people in which they express certain meanings and values (Brake, 1985; Frith, 1984). Understanding this particular way of life in relation to interactive media leads to a contextualization of the intensive use of interactive media among youth. The central question to this article is: what motivates contemporary youth in Western societies to use interactive media? In response to the central question, this study first presents a review of available empirical research on the relation between contemporary youth culture, interactive media and learning. The results of this review lead to a framework starting from the sociological notion of late modernity. This notion helps to understand both youth culture and interactive media as part of contemporary everyday life. We describe late modernity in relation to contemporary youth by means of four concepts: insecurity, reflexivity, affinity spaces and shapeshifting portfolio people. These concepts are derived from literature on modernity and game-based learning and will be described below. On the basis of these descriptions of youth culture, we are able to formulate more specific questions that are relevant for educational practice. These questions raise an awareness of differences in culture between groups of people, and as such allow a differentiated description of contemporary youth, rather than an assertion of homogeneity. Moreover, these questions are concerned, not with the use of interactive media as such, but their function in the daily life of youth. It is this latter insight that should become the basis for educational practice to think about ways of adjusting to contemporary youth. The outcome of this article is a set of questions for further research on youth culture, interactive media use and possible consequences for education. Informed by 26 ! Chapter 2 these research questions, we are currently pursuing an empirical investigation including both large-scale quantitative (Van den Beemt, Akkerman, & Simons, 2009, 2010) and in-depth qualitative research of media use and meaning. 2. Review of research on interactive media use 2.1 Interactive media and the net generation Following the intense use of interactive media by today's youth, a growing amount of research explores the application of games and social software in education as a means of triggering young people to learn (cf. De Bakker, Sloep & Jochems, 2007; cf. Kafai, 2006; Margaryan & Littlejohn, 2008; cf. Sandford, Ulicsak, Faser & Rudd, 2006). But this push of interactive media towards education and the strong statements about youth do not rely on a thorough understanding of current youth culture. At the same time we see a growing body of literature on the use of ICT. The first landmark in this respect is a collection of studies on the net generation and learning presented by Oblinger and Oblinger (2005). Their book provides a framework to pose questions about learning and the use of ICT. However, one could wonder whether the fundamental idea behind the book, namely the undisputed existence of the net generation, is correct. The notion that this generation has "unprecedented levels of skills with information technology" and "that they take technology for granted, that they want more of it in their classes, that postsecondary institutions aren't responding fast enough to meet their needs" (Oblinger & Oblinger 2005, p. 7.5) appears to contradict findings from a large-scale US-survey discussed elsewhere in the book (Bullen, 2008). One of the survey's findings states that students have basic text editing skills and can use email and surf the Internet with ease but "moving beyond basic activities is problematic. It appears they do not recognize the enhanced functionality of the applications they own and use." (Oblinger & Oblinger 2005, p. 7.7). 2.2 Method of inquiry In order to discuss existing empirical data on the use of interactive media and their meaning in young people's lives, we applied searches on the ERIC, Education Abstracts and Web of Science databases. We stopped the search on 16 March 2009, and any study published after this date was not included in the review. The Considering young people's motives ! 27 following keywords were used for a Boolean search: "youth culture", "net generation" or "netgeneration" or "millennials" or "digital natives", "video games" or "videogames" or "games" or "interactive media" and "learning" or "education". Peer reviewed journal articles and book chapters were included. This search resulted in twelve articles. After reading the articles, five of them were left out of the analysis because they did not discuss the net generation nor the consequences of interactive media use for education. Applying the so-called snowball method of checking references in the remaining seven articles did not result in any extra references relevant to our aim. Four documents, published as a book or on the Internet, were included as well. In total eleven texts were included in the review (Table 1). 2.3 Use and non-use of interactive media The large-scale surveys on youth and ICT give a good overview of use and skills of interactive media (Duimel & De Haan, 2007; Kutteroff & Behrens, 2008). However, the meaning of these media in the user's lives remains unclear. Noteworthy is that some of these studies are only meant to describe large trends in social actions rather than to investigate the motives behind them. In addition to the use of interactive media, Duimel and De Haan (2007) and Kutteroff and Behrens (2008) both provide insight into the non-use of these media as well. In the Netherlands 7% of 13-18-year olds do not search websites for information, and 12% do not use MSN (http://www.msn.com) for contacting friends (Duimel & De Haan, 2007). E-mail is being used less than once a week by 18% of youth in the Netherlands, while other Internet activities show a higher percentage of non-use (Duimel & De Haan, 2007). Kutteroff and Behrens (2008), after presenting similar results for German youth between thirteen and nineteen, draw the conclusion that young people see radio or television as a more trustworthy news source than the internet. The results of these studies incline towards a differentiation of contemporary youth in groups based on interactive media use, rather than assuming a generation with uniform user characteristics. 2.4 Interactive media skills Two surveys among university students with a focus on ICT-skills in relation to learning (Cameron, 2005; Margaryan & Littlejohn, 2008) support the inclination of a differentiation based on user patterns. They suggest that students use a limited 28 ! Chapter 2 range of technologies for both learning and socialization. Students make limited, recreational use of social technologies such as networking sites. Furthermore, the results point to a "low level of use of and familiarity with collaborative knowledge creation tools, virtual worlds, personal web publishing, and other emergent social technologies" (Margaryan & Littlejohn, 2008, p. 1). Neither study found evidence to support the claims regarding students adopting radically different patterns of knowledge creation and sharing, as suggested by some previous studies. Similar results can be found in Ito et al. (2008), a collection of US-based studies on the development of popular culture in exchange with interactive media, which concludes that there is no homogeneous group, but rather a differentiation in subcultures based on interactive media. 2.5 Meaning and identity The available qualitative studies often take the characterization of the net generation (such as described in the introduction) as starting point rather than discussing it. At the same time these studies testify to the intricate relationship between identity development and interactive media (Kelly, Pomerantz & Currie, 2006). This indicates that these media are meaningful tools in organizing and directing youth's cognitive, social and emotional life, rather than being ends in themselves (Baki, Leng, Ali, Mahmud & Gani, 2008). It appears that more studies are needed in order to theorize how interactive media are meaningful to young people’s lives. 2.6 Today's youth and interactive media From this review of empirical studies, we can conclude that contemporary youth in the studied (mainly Western) countries makes intensive use of interactive media, although young people appear to have intermediate media skills. The available results show a description of young people as differentiated in groups regarding interactive media use and skills, rather than as one homogeneous generation. Our database search shows that only a small number of empirical studies on interactive media use by young people are available. As Table 1 shows, half of the studies applied large-scale quantitative surveys, with a focus on interactive media use and skills, while in three studies a qualitative investigation was conducted. Of these studies, only one made a connection with the meaning of interactive media for Considering young people's motives ! 29 Table 1: Summary of 11 studies Main research approach Data collection Cameron (2005) Quantitative Survey (N=210) So-called 'digital natives': have mainly basic ICT-skills, prefer real life contact in learning situations, are not really multitasking, prefer scanning information above deep-reading, see technology not as a negative force in society. Kelly et al. (2006) Qualitative Focus group interview (N=16) Study on how girls use online tools for developing their feminine identity Sefton-Green (2006) Qualitative Literature study Description of current youth culture theory. Mention of the necessity of empirical data. Analysis of debate on media based learning versus traditional schooling Skiba et al. (2006) Qualitative Literature study Present possible consequences for education based on the characteristics of the net generation as described by Tapscott, Prensky and Oblinger and Oblinger Duimel et al. (2007) Quantitative Survey (N=1561) Present overview of actual use, skills and posession of ICT by teenagers and how this use is perceived by parents. Annetta (2008) Qualitative Case study Discussion of games in educational context. Starting point is net generation and 21st century skills Baki et al. (2008) Qualitative Focus group interview (N=6) Because young people like to play games, parents and educators should take this kind of entertainment serious. Fellini (2008) Qualitative Action-research Games are useful for education because many young people in Italy play games. Ito et al (2008) Quantitative Survey (N=1138) Provides overview of studies on ICT use and youth culture. Kutteroff et al. Quantitative (2008) Survey (N=1208) Present broad spectrum of youth activities and young people's attitude towards ICT. Margaryan et al (2008) Survey (N=160) Discusses the skills assertion of the net generation. Most students have only basic ICT-skills Study Quantitative Results in relation to net generation, media use or consequence for education young people and a description of subcultures based on interactive media use (Ito et al., 2008). Furthermore, only one study investigated the use of interactive media among non-Western youth (Baki et al., 2008). The other studies investigated a number of Western countries. The remainder of this article will also focus on Western youth. 30 ! Chapter 2 With these studies a first step is taken into describing young people's use of interactive media. The results ask for more research that investigates not only interactive media use, but the user's motives for interactive media use in the context of identity and youth culture developments as well. Furthermore, while most of the research discussed here is descriptive, we argue for empirical research driven by theory in general and sociological theory in particular. A sociological perspective allows us to turn our attention to the motives of interactive media use, rather than perceiving interactive media use as an end in itself. As we will reason later, these motives should be the main concern of educational practices. 3. A sociological perspective to understand youth culture It is obvious that youth culture in a certain era differs from its predecessors. Each youth culture is a reflection of the societal constellation of its time (Frith, 1984): hippies, punks, yuppies, skaters, and ravers, to name but a few. However, it appears that contemporary youth culture develops itself in a different way from before: where socializing institutions such as school, parents and the local community used to be directing sources, youth culture increasingly appears to evolve with and through interactive media and outside of school (Gee, 2004; Ito et al., 2008). It is in this context that we discuss contemporary youth culture as a reflection of late modernity. The expressions of youth culture itself, such as style of clothing, values or music preferences will not be discussed here. Rather, we focus on the developmental process and characteristics of youth culture in relation to interactive media. In this way we provide a contextualized understanding of the social and the cultural implications of contemporary modernity on youth. With this contextualized understanding it is possible to pose specific questions as a foundation for further research that intends to connect education to changing students. 4. Late modernity Modernization refers to processes in which society goes through social changes that transform the lives of individuals. The concept of 'modernity' in turn, describes the results of modernization in a certain era. Although the modernization process is characterized by gradual change and a certain direction, there are always different tendencies with different dynamics affecting one another (Van den Brink, 2007). For Considering young people's motives ! 31 example, family life inclines to an increase in quality time spent with one’s spouses, as well as with close relatives and friends. At the same time the work-domain asks for extra-hours and high efforts in career development (Breedveld et al., 2006). These two tendencies are also reflected in attempts to engage with others by means of social software, such as Facebook, LinkedIn or Twitter, each with their own demanding rhythm (http://www.facebook.com; http://www.linkedin.com; http://www.twitter.com). The results of these tendencies therefore are often ambivalent. Ambivalence, together with complexity, is a characteristic aspect of our current, late modern way of living (Beck, Giddens, & Lash, 1994; Cieslik & Pollock, 2002). This can be seen in an increasing pluriformity within life domains such as education, family, work, leisure activities or healthcare. Although a certain normative consensus within each domain exists, conflicts of interest can arise between domains (Van den Brink, 2007), making it very difficult to give meaning to one’s life in a coherent manner. It gets even more complex when expectation standards in each domain rise. We have to be successful as a parent, as a friend and as a colleague, all simultaneously (Breedveld et al., 2006). Van den Brink (2007) and Elchardus and Glorieux (2002) argue that with a growing focus on consumption, an extension of education and an increasing range of career opportunities, we live in a world with abundance of choice and an increasing pluriformity. Nonetheless, this pluriformity is connected to tradition. Behind the freedom of choice, society is still quite organized. People have a want for change, individual freedom of choice and personal development. At the same time, they strive for continuity and tradition and are in need of a frame of reference. The traditional forces are usually explained by the classical modernization thesis. This thesis describes the development of societies from traditional to modern (Cieslik & Pollock, 2002). The classical modernization process resulted in a social order characterized by rationalization and the elimination of personal preferences and reflexivity (Van den Brink, 2007). In this social order worldview (Weltanschauung), social status and gender heavily defined the environmental framework for social relations and participation and the framework for taste, identity and a way of giving meaning to the world (Elchardus & Glorieux, 2002). This guiding framework resulted in security and a clear view on, for instance, education- and work-opportunities. Subsequently, local communities and family saw to it that people would stay within the confinements of their social environment. 32 ! Chapter 2 However, even in classical modernity a person’s social activities took place in several domains. But in contrast with late modernity, the norms within these various domains followed from tradition. The domains a person would engage in shared norms and values as a result of a guiding framework. For example, people attended a specific school and a sports club based on a particular religion or worldview (Van den Brink, 2007). The current disappearance of this guiding framework results in a multitude of possible domains to engage in. These domains reach all aspects of social life such as consumption, education, career opportunities or leisure. While the diversity in domains increases, their coherence diminishes. But where does this disappearance of guidance come from? What causes the retreat of social structures (Lash, 1994)? In the last two decades of the twentieth century, many social scientists saw the emergence of a new force in society (Beck et al., 1994). This force lets rationality disappear and negotiation and influence replace power and authority. Traditional, strong collective forms of solidarity are undermined and are being replaced by individual forms of responsibility (Van den Brink, 2007). This means that one’s actions, taste and the way one gives meaning to the world are no longer seen as exclusively influenced by ideology, social status or gender. Contemporary sociologists found educational level, media usage and social capital to be important descriptors as well (Elchardus & Glorieux, 2002). The resulting combination of descriptors leads to a field of force of restricting tradition and liberating plurality. The co-existence of these forces means that modernization consists of a realignment of fracture paths with their origins in the past, rather than a sequence of breaking points (Elchardus & Glorieux, 2002). Fracture paths are frayed and follow more or less the course of time, similar to grains in rocks. They provide a gradual fading in and out of ideas and interpretations. If this were the case, would it be possible to pose questions about the consequences of the modernization process? How do young people deal with the tension between tradition and freedom of choice? Do they use interactive media as a way out of this tension? Hence, what effects could late modernity have on the way people learn? In this article, these questions will not be answered directly. Instead, they will be examined by relating the characteristics of late modernity to youth culture and the functions of interactive media within this culture. In order to do so, we introduce the sociological concepts of social space and cultural space. Considering young people's motives ! 33 All social action is structured in spaces, around objects and in time (Berger & Luckmann, 1966). Where during the pre-internet era social action took place in physical spaces, today it takes place in both physical and virtual spaces (Van den Boomen, 2000). The whole of a person's patterns of social relations and forms of participation, can be called social space (Elchardus & Glorieux, 2002). A person’s social space is dynamic and its boundaries change during one's life span (Bourdieu, 1984). For instance, a 4 year old child engages in a social space confined by home, kindergarten, buddies from school and the sports club. A student’s social space on the other hand might consist of the university campus, ski-camp in the mountains, a favorite bar, Second Life and an occasional visit to the parent’s house. An essential part of social action is communication with others. By means of communication people discuss, evaluate and judge one another, their actions and the objects in their social spaces. Hence through social action intersubjective reality is established, by means of which people give meaning to the world around them (Berger & Luckmann, 1966). We call these patterns of values, ideas, taste and identity cultural space (cf. Elchardus & Glorieux, 2002). Whereas the notion of social space directs our attention to the social and material aspects of human actions, cultural space directs our attention to the more symbolical aspects of human actions. The question is whether and how young people use interactive media as part of their actions for shaping and maintaining their social and cultural space. This question points to respectively the social function and the cultural function of interactive media. We consider both the social and cultural functions as basic motives for interactive media use. We now turn to the way in which the development of both social and cultural space of youth is influenced by societal tendencies. We discuss the specific influence of late modernity by means of four sensitizing concepts. 5. Youth culture and interactive media: four sensitizing concepts As we discussed above, world-view, gender and social class, next to educational level, media use and social capital, are seen as strong descriptors of a person's behavior and its perception. This large number of descriptors combined with a growing diversity of domains results in a complex tissue of factors influencing people’s social activities and values and beliefs. Youth culture in late modernity, in our view, reflects this development. It consists of a mix of renewal with lines trading 34 ! Chapter 2 back to tradition. The main question that typifies contemporary youth culture is: how to deal with the increasing freedom of choice and opportunities in late modern society without losing connection with tradition and security? In what follows we describe youth culture in late modernity in more detail by discussing the following concepts: insecurity, reflexivity, affinity spaces, and shape-shifting portfolio people. Insecurity and reflexivity are key concepts in late modernity theory (Beck et al., 1994; Giddens, 1993). Affinity spaces and shape-shifting portfolio people (Gee, 2004) connect late modernity to present-day media use. As Blumer (1954) argues, these kinds of concepts do not provide prescriptions but are sensitizing in nature since they suggest what to look for and where to look (cf. Bowen, 2006). This means that in late modern society all social action reflects these four concepts, but that differences between individuals may appear. In order to understand how youth culture develops and what the function of interactive media is in this development, we “give the sense of the concept[s] by the use of a few apt illustrations” (Blumer 1954, p. 5). We point to questions that are important for education by means of examples from literature and current research. These examples describe how contemporary youth seem to use the social and cultural functions of interactive media to find a way in, and give meaning to their social environment. Important parts of young people’s environment are education and learning. In this context it is important to note that we refer here to education as an institutionalized form of learning, and refer to learning when also considering learning outside of educational institutions. Discussing sensitizing concepts by means of illustrations, we specify questions for education and doubts about the existence of a homogeneous net generation. 5.1 Insecurity / ontological security In the process of modernization, tradition and authority loose their influence. This gives people a broad range of unexpected possibilities in defining their social and cultural space. Prerequisite is an active attitude of people to make choices and to give meaning to their life. However, an active attitude without any frame of reference leads to insecurity (Cieslik & Pollock, 2002; Giddens, 1993). As a result of insecurity, people start to look for mutual trust and ontological security. Where in traditional society the family functioned as a main source of ontological security, in late modern society experts, next-door friends and online communities have taken over this role (Poster, 2006). Contemporary youth appear to be looking beyond Considering young people's motives ! 35 traditional references for giving meaning to the world. They do so, in different degrees, online. For instance, they join specific networks, such as game clans, or peer-directed online networks, such as Facebook. This however indicates a large diversity among youth. Every youngster might play a game once in a while, but because of the complexity and time efforts involved, only specific groups form game clans or become active uploaders to a Youtube channel (cf. Bennett et al., 2008). The shift in sources for maintaining ontological security can also be found in weblogs and Internet forums where young people search and discuss opinions and experiences rather than look for factual information (De Haan & Van ‘t Hof, 2006). This search for opinions is in line with the organization of authentic experiences in education, as is increasingly favoured by several authors (cf. Volman, 2007; cf. Roth & Lee, 2007). By searching for opinions and experiences, young people are actively working on formation of their beliefs and values. However, in late modernity belief systems are created from a diversity of experiences in a multitude of rather incoherent domains. By result these systems are no longer straightforward. Could this mean that education also has a task in providing some ontological security, for instance by encouraging students to develop their own learning goals? Or are there other options available to help young people create ontological security? According to Gee (2004) it becomes important for education in late modernity to introduce students to the identity and culture of the professions or knowledge domains for which they are educated. This symbolic frame of reference, also called epistemic frame (Shaffer, 2006; Shaffer & Gee, 2005), could help students wonder about what it means exactly to become and to be a professional, for instance a journalist. What does a journalist do? What does his social network look like? Where does he get his job satisfaction and how can he keep his knowledgeability up to date? Today, students themselves look for answers to these questions on Internet forums. However, they do so with the risk of finding only partial or wrong information on the basis of a particular opinion. Are epistemic frames valuable structures for education in learning students how to gather knowledge about professions and associated participation, skills, knowledge and attitudes? Though late modernity comes along with engagements in a multitude of less coherent domains, people, similar as in early modernity, maintain to search for securities by means of creating local cultures (Hermans & Hermans-Konopka, 2009). 36 ! Chapter 2 As interactive media are intensively used to connect to others, and more importantly, to create social groups and boundaries hereof, it is important to study how these local cultures are created. Also, the different types of media seem to allow for different ways of social organization. If we acknowledge the role of interactive media in the shaping of local cultures, it is to be expected that the application of interactive media in education, as a goal in itself, does not have any additional value (cf. Buckingham, 2008). Instead, before applying interactive media in education, we need to know how various types of media enable facilitation of ontological security. In what ways and by means of what interactive media do students participate in social networks beyond the borders of their traditional social space, as our examples incline? In what ways and by means of what interactive media do they develop their cultural space by looking for other's opinions, values and beliefs? In light of these research questions it is also important to study whether there are differences among students in using specific interactive media for the social and cultural function of ontological security. 5.2 Reflexivity The search for ontological security requires a reflexive attitude (Beck et al., 1994). A reflexive attitude entails an active judgement of options, possible meanings and perspectives. The principle of reflexivity is known as the Thomas theorem: “If men define situations as real, they are real in their consequences” (Thomas 1928, p. 2). It means that people examine their own and others’ practices and try to give meaning to them. Their subsequent social actions are based on these interpretations. As a result of an endless stream of incoming information, modern social life asks people for a constant examination of their social practices (Giddens, 1993). This requires an active reflection about all options: what is good and what is bad in particular situations? What is wise to do and what is not? What does something or someone mean to me? Do I want to become a lifelong member of a football club, with a commitment in both bad and good times? Or do I want to play the trendiest sport of the moment, just for fun? With a growing diversity in domains and a dynamically changing social and cultural space, a person’s identity becomes less stable and more fluctuating and fragmented (Hermans, 2006). The challenge in our network-society is to create a coherent narrative about one’s identity. Nowadays friends and the Internet are sources that appear to guide our reflexivity. Profile sites such as Considering young people's motives ! 37 Facebook (http://www.facebook.com) let people play with and narrate their identities, while games give the opportunity to reflect on models of the world, power or Newtonian physics (Gee, 2008). Which evaluative criteria are part of a reflexive attitude in late modernity can be understood from Frith’s discussion of how listeners judge music. Following Bourdieu (1984), Frith (1991) distinguishes between three discourses through which critical judgments about music are made. First, the art discourse that refers to the transcendental aspects of cultural experience. Culture in this discourse rises above the ordinary. Second is the folk discourse, which refers to integration. Cultural experience in this context is about a sense of place and belonging. The third discourse is called pop, and refers to fun and routinized pleasures. Frith argues that these three discourses are not separated but rather work together in shaping taste patterns (Frith, 1991). Siongers and Stevens (2002) argue that these criteria for judgment of music can be extended to other cultural domains as well. The art discourse in their terms is about quality and seriousness. The folk discourse is about authenticity and the pop discourse is about fun. Following this line of reasoning, it appears that young people apply these discourses as part of their reflexive attitude in developing meaning and identity. Striving for seriousness and quality can, for instance, be found on web forums with game reviews such as Gamerankings or Gamespot (http://www.gamerankings.com; http://www.gamespot.com). In the endless stream of new game productions only the ones with good reviews survive. Review sites function as guides in the reflexive definition of quality. Young people today appear to have a sharp sense for things being unauthentic (Boschma & Groen, 2006; cf. Shaffer, 2006). Commercial reality TV shows, in which reality is created rather than discovered, are ruthlessly called ‘creality’ (Wijnberg, 2007). Next to quality and authenticity, every experience or product appears to be in need of a fun factor. One could relate ‘fun’ in this sense to commitment. Games, sports, websites or music do not ask for a long-term commitment and are interesting as long as they are fun (cf. Elchardus & Glorieux, 2002). From these examples it can be concluded that although the framework of discourses on art, folk and pop remains, it is applied in a very goal-oriented manner. For instance, while fun in itself is not goal-oriented, the reflexive search for things being fun indeed is. In this way the framework adds to young people's goal-oriented and practical attitudes (cf. Rubens, De Jong & Prozee, et al., 2006). 38 ! Chapter 2 For education, so we believe, an awareness of the broad spectrum of options to reflect on everyday life is required. Could this mean a decline in authority of teachers and the educational system? We do not think so, but rather expect that relevant authority for teachers can be found in assuring quality, authenticity and fun, in relation to the aforementioned epistemic frames. As Shaffer and Gee (2005) argue, it is in authentic situations that students are taken seriously as reflective agents and become engaged in thinking about their future career. A study in the Netherlands among 203 Vocational Education and Training (VET) students showed that actively preparing students for their in-company apprenticeship resulted in a more pro-active attitude towards supervisors and the job itself (Meijers & Kuijpers, 2007). Involving students in authentic professional situations was found to enhance their reflexive attitude. We want to stress that accounting for reflexivity within education asks for an open mind or broad worldview (Diepstraten, 2006). However, as noted by Bruner (1990), this open-mindedness goes together with accountability: “I take open-mindedness to be a willingness to construe knowledge and values from multiple perspectives without loss of commitment to one’s own values. ...It demands that we be conscious of how we come to our knowledge and as conscious as we can be about the values that lead us to our perspectives. It asks that we be accountable for how and what we know” (p. 30). The result of reflexive practices within education can create a great variation in opinions and ideas between individual students, for instance, in the meaning of professional practice or knowledge domains. When watching interactive practices of youth, it seems they use all their experiences, both local and global, to reflexively create ontological security. Weblogs are in this context an example of narrative reflection. But YouTube videos can have this function as well, for instance when events are criticized in a parody (http://www.youtube.com). By sharing and responding to other's reflections, these applications are an important mechanism of defining collective values and beliefs. In a different way, those games and applications where players have the role of constructor or producer of the (game) world, appear to let students learn and Considering young people's motives ! 39 develop their reflexivity (cf. Shaffer, 2006; cf. Huisman & Marckmann, 2005). By means of media production young people are forced to look at themselves. Furthermore, responses from audiences make students aware of others' responses (Weber & Mitchell, 2008). This suggests that different types of interactive media have particular reflexive functions in the establishment of social and cultural spaces. It is worthwhile investigating further how these media can be relevant as such in education? Should education apply YouTube videos in group discussions, or producer games in science class? What kind of media do youth prefer in light of this function? This also means taking into account different forms of interaction and reflexivity, as well as individual differences amongst youth. 5.3 Affinity spaces We have reasoned so far that youth, due to high dynamics and cross-border connections in their social and cultural space, search for ontological security and connect more reflexively to others and to content. It may appear as if a reflexive attitude is the only way for youth to prevent its social and cultural spaces becoming chaotic and unstructured. How do young people organize and give direction to their social and cultural spaces? Contemporary youth culture no longer has the form of a counter-culture (Cieslik & Pollock, 2002) based on consumption, such as hippies or punks. Instead of standing up against their parents or society, young people today are focused on actively creating their own ontological security (Cieslik & Pollock, 2002; Giddens, 1993). They do this mainly by means of both consumption ánd production. This is reflected in the high activity in downloading, remixing and uploading personal digital content such as photographs, music, videos and games. These activities allow young people to participate in specific social environments. It can be said that this participation is informed by affinity with either peers or content (Ito, et al., 2008). For instance, people play games because it is a way of connecting to their friends. Others might get involved in making online videos to show others about their hobbies (Weber & Mitchell, 2008). In this process, young people’s social and cultural space gets its shape by temporary alliances and individual meaning. Youtube (http://www.youtube.com), Myspace (http://www.myspace.com), Facebook (http://www.facebook.com) or Hyves (http://www.hyves.nl), are 40 ! Chapter 2 examples of the (virtual) spaces where groups of young people meet, find information and where they discuss and judge each other's efforts in giving meaning to the world. Because of the limited preservability of these shared interest groups, Gee (2004) calls them affinity spaces. An important aspect of these affinity spaces is the fact that they are not institutionalized. Affinity spaces therefore reflect the tendency that personal networks take over functions from public communities (Van den Boomen, 2000). By result, these networks become important (mediated) sources for ontological security (cf. Van den Boomen, 2000). They fit into a reflexive attitude that lets people flip from one interesting topic to the next. A good example can be found in Internet forums where anorexia patients (shortly termed “Ana”) and boulimia patients (“Mia”) help each other in making sense of their identity (Giles, 2006). These affinity spaces have literally a limited preservability because hosting providers often close down the forums as a result of controversial content or purposes. The shared interest here consists of life as Ana or Mia. A similar kind of interest can be found on forums run by Moroccan youth in the Netherlands (Brouwer &Wijma, 2006) or websites that enable girls to develop their feminine identity (Kelly et al., 2006). Discussions on these forums deal with a shared cultural background and what it means to be a Moroccan in the Netherlands. These examples show rather strong identity ties between the visitors of the forums. Instant messaging on the other hand shows the importance of weak ties (Granovetter, 1973) as well. Many young people today have over 100 ‘friends’ on their instant messaging contact-list (Duimel & De Haan, 2007; Van den Beemt, et al., 2010), but on a regular basis they chat with less than twenty of them. The sum of affinity spaces and face-to-face networks implies different levels of scale, formality and closeness, and different kinds of social networks. Together these networks form the social embedding of the individual (Van den Boomen, 2000), as such defining an individual’s social space. This social space is changing in terms of decreasing the number of real world outlets where one becomes part of a community (Williams, 2006) and an increasing use of weak ties (Diepstraten, 2006). However, educational systems rely on long-term trajectories and a subsequent commitment. Could it be that weak ties and a limited preservability conflict with these long-term trajectories? Many (young) people gather together on forums for a specific goal, be it their next holiday, comparing digital camera’s before buying one or debating about Considering young people's motives ! 41 religion and politics. With a goal-oriented and practical attitude (Rubens et al., 2006), it might be the case that young people easily switch brands or leave forums. Affinity spaces appear to be important for networking and developing opinions. They add to a vision on what is important for one’s portfolio. This resembles characteristics of present-day students who favor informal and constructivist learning (Diepstraten, 2006). By grouping themselves in affinity spaces, young people form their reflexivity. Should education acknowledge affinity spaces as part of the epistemic frame, while taking into account diversity among students? By allowing peer learning, affinity spaces make the authority of an educator no longer obvious, but nonetheless important (cf. Ito et al., 2008). Social and cultural spaces are increasingly defined around affinities. This development can be seen in the intensive use of social software or online games. Therefore, affinity spaces should not be set aside as something students deal with outside school hours. Instead, we argue that an exploration of how education can connect to the affinity spaces that students engage in is necessary. This exploration should result in ways to deal with the diversity of questions and opinions that different students are facing in their social and cultural spaces. 5.4 Shape-shifting portfolio people People's social and cultural spaces change over time, along with changes in reflexivity and affinities. In response to the sociological tendencies described above, it has been stressed that people in late modernity can be seen as shape-shifting portfolio people. Shape-shifting portfolio people: are people who see themselves in entrepeneurial terms. That is, they see themselves as free agents in charge of their own selves as if those selves were projects of business. They believe they must manage their own risky trajectories through building up a variety of skills, experiences and achievements in terms of which they can define themselves as successful now and worthy of more success later (Gee, 2004, p.105). Shape-shifting portfolio people act in a flexible way when chances appear. They value experience above credentials, combine different strategies and explore every opportunity. It appears that this description fits those students who have an 42 ! Chapter 2 exploring flexible attitude towards, for instance, interactive media (Rutgers, 2007). The result of this flexibility appears to be that young people develop a portfolio filled with experiences, opinions and identities. By filling their life-portfolio on the go, in situated actions full of contingency, young people develop their course of life in terms of ‘reversible transitions’ (Du Bois-Reymond, as cited in Cieslik & Pollock, 2002). In this way they become shape-shifters who reflexively define ontological security by using affinity spaces. Diepstraten (2006) shows that an important aspect of students who create their own shape-shifting biography, is a line of outer-school activities parallel to the school-trajectory. This enforces Gee’s (2004) statement of the importance of learning experiences outside school. Could this mean that education should be aware of the life biography portfolios of her students? Does it indicate that knowledge, skills and attitude, and hence career opportunities increasingly are being formed by a combination of school-credentials and outer-school experiences? If we accept the diversity in biography portfolios, it is of importance for education to be informed about the role of interactive media in making transparent and maintaining these life narratives. Similar as with the other sensitizing concepts mentioned, we can expect a variety in the extent and form of shape shifting among students. However, for all students counts that although their life biography is still influenced by traditional descriptors such as their parents' social position, people have more flexibility compared to earlier modern times. Interactive media seem to play important roles in allowing shape-shifters to look beyond traditional borders. Still, there will be a portion of students that cannot be defined as shapeshifting portfolio people. If educational practice intends to think in terms of ontological security, reflexivity, affinity spaces, and shape shifters, how can the more traditional students be reached? Who are these students? Is it relevant to engage them in interactive media and shape-shifting? Answering this question implies an investigation of the available applications while taking into account the diversity in shape-shifting characteristics among students. 6. Conclusion and discussion Contemporary Western society can be characterized by a field of force consisting of liberating plurality on the one hand, and a search for traditional securities on the Considering young people's motives ! 43 other. This field of force goes together with the simultaneous processes of globalization and localization (Hermans & Hermans-Konopka, 2009). These processes lead to personal solutions and a variety of local cultures. Accordingly, different types of media are being used in shaping life trajectories and affinity spaces. In this article we stated that the net generation debate, despite its value, has two limitations. Firstly, the debate presumes homogeneity among all contemporary youth. Secondly, the debate's focus is on the use of interactive media rather than the underlying motives. The review of existing research on interactive media use showed that instead of one homogeneous generation, there are subgroups to be found. Furthermore our review showed that the meaning and motives for media use are not studied well, nor are identity issues. In response to these limitations, we tried to describe young people's interactive media use in the context of a sociological description of contemporary Western youth culture. With this description we investigated social and cultural functions of interactive media use. We have perceived these functions as the basic motives for interactive media use. Results of this investigation are important questions that we claim should be posed first, when aiming to connect educational practices to its changing students. Youth culture in late modernity has been discussed while taking into account the ongoing traditional characteristics of society. By this account we were able to stress that societies still reflect earlier times, and thereby are not as radically different as is suggested in the net generation debate. Our sociological description was framed by four sensitizing concepts. For each concept we discussed what questions for education emerge from observing the change in youth culture. The illustrations provided should be seen as suggestions for further research rather than suggestions to be realized. Should education provide ontological security for students? If this is to be true, how can security be accomplished? Shaffer (2006) provides a possible solution in the form of epistemic frames. It would be worthwhile to investigate the notion of epistemic frames in the context of education, while looking at the potential role of different types of media in the creation of these frames. The concept of reflexivity led us to conclude that education requires an awareness of the broad spectrum of opinions, meanings and perspectives in 44 ! Chapter 2 everyday life. Contemporary reflexivity can lead to a great variation between individual students. Acknowledging this variation in education means accepting ambiguity in the meaning students give to, for example, particular knowledge domains or professional practices. An important question is how educational practices, particularly in mass education, can create enough space for this variety. The concept of affinity spaces showed us the conflict between on the one hand weak ties and a limited preservability, and on the other hand the long-term trajectories in education. Affinities appear to be important structures and directions for social and cultural spaces. They add to a vision about what is important for one’s portfolio. In line with authentic forms of education, we should investigate whether and how teachers can connect affinity spaces of students to the particular epistemic frames (e.g. certain domains) in education. The concept of shape-shifting portfolio people showed us how young people actively fill their life-portfolio with all kinds of experiences. What does this development mean for education? Does it mean that career opportunities are being formed by a combination of school-credentials and outer-school experiences? And what is the potential role of interactive media in developing the life portfolios of students? Furthermore, not all students will be shape-shifters. How should education approach the more traditional students? The four sensitizing concepts provide a perspective on the use of interactive media among contemporary students. The specific constellation of these concepts influences a person's social behavior and systems of values and beliefs. We distinghuished social space and cultural space as areas of participation where people develop and maintain respectively their social relations and symbolic aspects of everyday life. From an educational research perspective, it is important to know how students shape their social and cultural space around a diversity of affinities. How do students fill their portfolio? What social relations and patterns result from their interactive media use? What values and beliefs do they develop by means of interactive media? In obtaining this knowledge, it is important to clarify the function of each medium for shaping social and cultural spaces. Taken together, for each interactive medium, the research question is: what is its social function and what is its cultural function? Only by answering these questions education can fully value the functional application of interactive media, Considering young people's motives ! 45 while taking into account the diversity among users. The answer to these questions is important in creating reflexive, authentic and collaborative learning environments contributing to ontological securities and showing future directions. Investigating these questions is likely to reveal a heterogeneity (in contrast to the presupposed homogeneity) of contemporary youth in its ways of searching for ontological security, being reflexive, and engaging in affinity spaces. We want to close with emphasizing that we should empirically substantiate the social and cultural function of interactive media, before starting educational renewal. We should, for example, not put lots of effort in using games in education, if it is only for making learning more fun. This would be a too superficial account of what drives students. We should first investigate what functions games have in terms of the maintenance and development of the social and cultural space of youth. Moreover, research in this context should take into account the differences between groups of young people, rather than approaching them as one dominant group. The four sensitizing concepts, together with social and cultural space, provide a useful conceptual framework for this research. Answering the research questions should comprise both in-depth and broad investigations, for instance by means of interviews and surveys. Following the call for empirical evidence rather than assertions (Bennett et al., 2008), we have started this investigation in the Netherlands (Van den Beemt, et al., 2010). Research on the questions raised in this article requires insights from sociological, educational and media studies. With this article, we have made a first attempt to link these three scientific fields. As we hope to have pointed out education, and educational science can no longer set aside what happens in outerschool context. 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Chapter 2 CHAPTER THREE The use of interactive media among today’s youth: Results of a survey1 ! Abstract The intensive use of interactive media has led to assertions about the effect of these media on youth. This paper presents a quantitative study on the position of interactive media in young people’s lives. Rather than following the assumption of a homogeneous generation, we investigate the existence of a diversity of user patterns. The research question for this paper: Can patterns be found in the use of interactive media among youth? We answer this question by a survey among Dutch youngsters aged 10 to 23. Four clusters of interactive media users, namely Traditionalists, Gamers, Networkers and Producers were identified using cluster analysis. Behind these straightforward clusters, a complex whole of user activities can be found. Each cluster shows specific use of and opinions about interactive media. This provides a contextualized understanding of the position of interactive media in the lives of contemporary youth, and a nuanced conceptualization of the ‘Net generation’. This allows for studying the intricate relationship between youth culture, interactive media and learning. 1 This chapter has been published as: Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010). The use of interactive media among today's youth: results of a survey. Computers in Human Behavior, Vol. 26, 1158-1165. DOI: 10.1016/j.chb.2010.03.022 54 ! Chapter 3 1. Introduction During the last decade, games and Internet applications, together comprising interactive media, have become tools for information and communication that are used daily by the so-called ‘Net generation’ (Tapscott, 1998). This has led to assertions about the enormous effect of interactive media on youth2 (cf. Prensky, 2006; cf. Tapscott, 1998). These assertions describe today's youth as using interactive media with great intensity and skill (Bennett, Maton, & Kervin, 2008). The net generation discourse often starts from these assertions to describe the difference between contemporary youth and older generations. For instance, Tapscott (1998) and Prensky (2006) based their work on two sets of binary oppositions, between television and Internet technology, and between the babyboomer generation and the net generation (Buckingham, 2008). This stark opposition has contributed to an image of today's young interactive media users as one homogeneous group, rather than as diversified in subgroups. Often, the net generation discourse is motivated by a concern about the relationship between young people, interactive media and education (cf. Oblinger & Oblinger, 2005; cf. Shaffer & Gee, 2005). Buckingham (2008) speaks in this respect of a digital divide between in-school and out-of-school use, which he sees as a symptom of the "widening gap between young people's everyday 'life world' outside school and the emphases of many educational systems" (Buckingham, 2007 as cited in Ito, Horst, Bittanti, Boyd, Herr-Stephenson, Lange, et al., 2008, p. 4). The net generation discourse is valuable for education, because it provides a framework to pose questions and make decisions regarding the use of interactive media in learning. However, this discourse often starts from the premise of today's youth being one generation. Moreover, the discourse tends to focus on computer and internet use and skills instead of the meaning of interactive media in young people's lives (Bennett, et al., 2008; Margaryan & Littlejohn, 2008). By studying the use of interactive media and the resulting social relations, we are able to describe an important part of young people's social space. It is by and through this social space, that people develop their values and beliefs, as such informing their cultural space (Van den Beemt, Akkerman, & Simons, 2007). Investigating both young people's 2 'Youth' refers to a cohort of young people, especially those aged 10 to 25, rather than to the social construct of youthfulness. See also Buckingham (2008) for a discussion of 'youth' as a social construct. The use of interactive media among today's youth ! 55 social and cultural space, in terms of use and meaning, contributes to a better understanding of youth's perspective on interactive media. In a number of studies, the premise of a skillful and homogeneous generation is seriously questioned by empirical research. According to these studies, young people have intermediate rather than high ICT-skills (Cameron, 2005; Margaryan & Littlejohn, 2008) and their internet use is characterized by "relatively mundane forms of communication and information retrieval" rather than "spectacular forms of innovation and creativity" (Buckingham, 2008, p. 14). A small number of studies pay attention to gender differences. These studies show that generally, gender differences are not very pronounced for interactive media use itself (Hargittai, 2010; Jones, Ramanau, Cross, & Healing, 2009; McQuillan & O'Neill, 2009), apart from games, which boys play two times as often compared to girls (Duimel & De Haan, 2007; Kutteroff & Beherens, 2009; Schulmeister, 2008). Furthermore, boys are somewhat more skilled in internet use compared to girls (Hargittai, 2010). Young people use interactive media intensively (Schulmeister, 2008; Duimel & De Haan, 2007). However, there appears to be a diversity in kinds of media being used, both within as well as between age categories (Duimel & De Haan, 2007; Ito, et al., 2008; Kutteroff & Behrens, 2008, 2009; Schulmeister, 2008). Because most studies focus either on one educational level, or on age groups regardless of education, it is difficult to draw conclusions about the relation between education and interactive media use. Taken together, these results show diversity among youth in the skills, the kinds of media being used, as well as in the user intensity. These results do not point in the direction of a net generation as one skillful and homogeneous group. The investigation into the net generation often begins with pre-defined classes of activities such as 'information retrieval', 'social networking', 'online gaming' or 'downloading' (Kutteroff & Behrens, 2008; Duimel & De Haan, 2007; Livingstone & Bober, 2005). Despite the usefulness of these classifications, the relationship between activities remains unclear. Investigating this relationship is valuable, since youth culture studies show that young people use combinations of available content and media to show others what they think is important (Weber & Mitchell, 2008). Profile pages for instance, often show images of their owners merged with photographs of popstars or sportsmen.This bricolage (Lévi-Strauss, 1962) of different kinds of both content and interactive media can be studied by looking for patterns in the activities. Does online gaming go together with information retrieval? Does social networking 56 ! Chapter 3 leave time for downloading music or films? Can a convergence of media activities be found, or is there a divergence into separated user groups? Instead of using pre-defined classes of interactive media, Ito et al. (2008) and Jenkins (2006) start their research from the user's goals. This results in the concept of participation: friendship-driven and interest-driven genres of participation (Ito, et al., 2008). This perspective allows for describing combinations of activities based on the purpose of either contact and communication or interest in specific informationdomains. This makes friendship-driven and interest-driven genres of participation useful in the study of the meaning of interactive media to young people's lives. Jenkins (2006), in his discussion of participation, uses the term 'production' for both the creation of digital products, as well as for the interactive consumption that is part of production. Consumption in this sense describes the ways in which popular images are being collected, combined, critiqued and incorporated in new content that presents the user's identity. Production leads to a convergence of media when all kinds of content types and applications are being combined. What these studies show is the importance of looking beyond activities per se, and of describing possible motivations for interactive media use. Following Ito et al. (2008), we argue that investigating solely a possible diversity of media activities would lead to a limited view of the intricate relationship between young people and interactive media. A classification of activities, however useful, describes only one dimension, without examining the premise of the net generation as a homogeneous group. We argue that more nuance in the view on today’s youth can be obtained, for instance by investigating young people's social space and cultural space. Investigating the social space entails a consideration of the various kind of social activities of youth. Looking at user patterns, that is, analyzing how youth uses different sets of media can reveal this. Investigating the cultural space entails a consideration of the values and meanings developed through these social activities. A first way of revealing this is by asking youth about their opinions about the use interactive media for contacting other people. By looking at user patterns and opinions about the use of interactive media, we expect that a second dimension, formed by user groups, will appear. Considering both the dimension of grouped activities and the dimension of grouped users allows us to study possible consequences for education of intensive interactive media use by young people. For instance, if our results would show that most students appear to be networkers with The use of interactive media among today's youth ! 57 a negative attitude towards gaming, education could consider using social software instead of games as a learning tool. We are currently investigating both dimensions by means of quantitative and qualitative research. This paper presents the results of the quantitative research which aims at describing the interactive media behavior among young people and their stated opinions about these media. In order to investigate user activities and opinions we formulated the following question: Can patterns be found in the interactive media activities of young people? In answering this question, special attention will be paid to gender and educational level in relation to user patterns, because we expect differences for these two factors. For instance, social software, such as Facebook (http://www.facebook.com), asks for a communicative attitude towards peers. Games are often complex and they ask for spatial and strategic skills. Creating interactive media content asks for a producing attitude. If the net generation exists, we will not find differences in opinions about and use of interactive media for gender or level of education. Furthermore, psychological accounts of adolescence, such as the notion of 'moratorium' (Erikson, 1968), suggest that we need to distinguish between age groups. In our study this is done by considering different educational levels. The answer to our main question forms the foundation for describing a diversity of subcultures based on the place of specific interactive media in young people's everyday life. Our analysis of user patterns will lead to new, more specific questions for further research on young people and their media behavior. With these results we wish to contribute to the net generation discourse, a better understanding of the possible meaning of interactive media for education and learning. 2. Method 2.1. Participants The participants of the study were 178 Dutch students, in education levels ranging from primary education (N = 55; 25 female; age: M = 11.24, SD = .77), secondary education (N = 94; 30 female; age: M = 14.45, SD = 1.45) to higher professional education (N = 29; 4 female; age: M = 21.86, SD = 1.25) (see Table 1). Participating schools were found through the Fontys University network. The study sample was not drawn randomly because schools participated voluntarily, often with at least one class of respondents. Because of the explorative nature of the study, and the 58 ! Chapter 3 intention to compare educational levels, all responding students were included in our sample, instead of drawing a random selection. The participating secondary and higher education schools have a curriculum focused on technology. As a consequence these schools have more male students, which affected the boy-girl ratio in our sample. The participating schools all had a largely white middle class population. Table1: Participants Educational Level Age group Primary education Secondary education Higher professional education 10-13 12-16 19-23 Total Number of participants Male Female 55 94 29 30 60 25 25 30 4 178 119 59 2.2. Materials The online survey consisted of 23 questions addressing actual use of interactive media and opinions about specific media. Each item referred to one of all interactive media used in the Netherlands at the time of inquiry. In Table 2 an overview of these interactive media can be found. Examples of questions were: How often do you: - Surf the Internet - Play console games - Maintain your profile page Do you agree with the following sentences: - I like to play games together with others - I feel unhappy when I cannot play games - Sometimes I stay longer on MSN than I want to Answer categories followed a five-point Likert scale ranging from 'never' to 'every day' for activities and 'totally disagree' to 'totally agree' for opinions. Means of three and larger indicate, respectively, a regular use and positive opinion. Because we expected the strongest response for in- and out-group behavior, games and social software, we asked mainly for opinions on these topics. The use of interactive media among today's youth ! 59 2.3. Procedure The questionnaire was developed by incorporating key characteristics of subcultures (Brake, 1985) and existing media research (Duimel & De Haan, 2007). The survey was preceded by a 'think-aloud' session (Van Someren, Barnard, & Sandberg, 1994) with three primary education students, to control for comprehension of the questions and for the time required to fill in the survey. The results of this session led to minor adjustments in the phrasing of questions. No further reading level analysis was pursued. All respondents of the online survey received textual instructions about the survey's purpose and ways to fill it in. The instructions explained the purpose of the survey, that it would not be graded, and therefore that any answer would be right. Furthermore, the students were asked to fill in the survey at their own comfortable speed. Most schools arranged for each class to fill in the survey in a computer laboratory with internet access. The survey was held between February and April 2008. 2.4. Analytic strategy The statistical analyses were performed in several steps. First, cluster analysis was applied to explore the existence of categories of media activities. In order to do so, Ward's method with squared Euclidian distance and z-scores (Aldenderfer & Blashfield, 1984; Milligan & Cooper, 1988) was applied on the interactive media items from the questionnaire. This resulted in a pattern of related activities. Cluster analysis with the same method was applied on the cases to find a pattern of related interactive media users. With a one-way ANOVA the significant difference in means between the clusters of activities and users was checked. Levene's test of homogeneity of variance showed a p < 0.05 for two clusters. Because of this violation of homogeneity of variance, the Welch F-ratio is reported in the results section. Furthermore the Games-Howell method was used for post hoc comparisons. Following existing research (Duimel & De Haan, 2007), application use of at least once per week is considered as 'regular' use. Categories of opinions were derived from cluster analysis on variables, applying Ward's method with squared Euclidian distance and z-scores. Again a oneway ANOVA was applied. Because the assumption of homogeneity of variance was violated, the Welch F-ratio is reported and the Games-Howell method was used for post hoc comparisons. In order to enhance the description of each user cluster, we 60 ! Chapter 3 analyzed specific correlations between opinions. These correlations, when of relevance for the interpretation, will be discussed for each cluster separately. 3. Results Our data show a diversity in the use of interactive media applications. All respondents reported making use of at least one application once per week or more. This means that there are no non-users in our sample. Myspace, wikis, podcasts, Second Life and Skype were reported by respondents to be rarely used. On the other hand, the more basic internet applications, such as e-mail, chat applications such as MSN, or surfing the web, were used by more than two-thirds of our respondents. 3.1 Diversity in interactive media use and users Cluster analysis applied on the use interactive media applications revealed four significant clusters in the behavior of our participants. These clusters are an indication of diversity in interactive media use. One cluster (see Table 2) consists of e-mail, surfing the web, searching for information and MSN. Because these are traditional, more basic internet activities, focused on the consumption of information we labeled them 'browsing'. A second cluster, consisting of gaming activities, is a form of interest-driven participation (cf. Ito et al., 2008) where users play a certain role on a virtual stage. We labeled this cluster 'performing'. A third cluster can be called friendship-driven, and consists of all kinds of social networking activities. We labeled this cluster 'interchanging'. The last cluster consists of a larger number of activities, all of them comprising some form of content production in line with Jenkins (2006). We labeled this cluster 'authoring'. Together, the four clusters of activities form a dimension of interactive media use ranging from consumption (browsing) to production (authoring). A second round of cluster analysis was applied to investigate how the clusters of activities related to individual participants in our sample. This resulted in four clusters describing types of media users. We labeled them according to the main activity group in each user cluster: Traditionalist, Gamer, Networker and Producer. The use of interactive media among today's youth ! 61 Table2: Clusters of activities, Mean standardised score (and SD) within cluster Cluster Traditionalist N=41 Gamer N=64 Networker N=32 Producer N=21 Traditional Search E-mail MSN Surfing the web Watching videos Reading news sites 2,22 (1.20) 3.92 (1.14) 3.45 (1.12) 4.34 (1.02) Gaming Large pc games Small pc games Online games Casual online games Portable games Console games Mobile games 2.42 (1.37) 2.35 (1.33) 1.71 (.87) 3.21 (1.53) Networking 1.14 Maintaining Hyves profile Looking at profile pages Leaving a scrap Uploading photo to Hyves Maint. weblog at Hyves Reading weblogs Maintaining weblog other than profile (.42) 2.02 (1.07) 3.12 (.90) 3.42 (1.60) Producing 1.34 Skype Uploading videos Uploading photos other than to profile Looking at photo-album Google Earth Google Docs Looking at Myspace Uploading to Myspace Downloading podcasts Making music on pc Reading Wikipedia Downloading music Downloading films Habbo (.58) 1.69 (.74) 1.49 (.63) 2.55 (1.36) Activities N = 158; Cluster analysis: Ward's method, Squared Euclidian distance, Z-scores; 1 = Never, 2 = Less than once a week, 3 = once per week, 4 = more times per week, 5 = daily. These four clusters of respondents form a second dimension, this time of interactive media users ranging from consumers (Traditionalist) to producers (Producer). A one-way between subjects ANOVA was conducted to compare the activity clusters for each user cluster. The results show that all four clusters of users have significantly different mean scores on all four activity clusters at the p < 0.05 level, 62 ! Chapter 3 indicating that groups of users engage with different intensity in these activities: browsing, F(3,154) = 74.93, p < 0.001; performing, F(3,154) = 17.59, p < 0.001; interchanging, F(3,154) = 68.14, p < 0.001; authoring, F(3,154) = 64.65, p < 0.001. Welch F-ratio showed a significant difference between activity clusters for all user clusters, which confirms the ANOVA results: browsing, F(3,66.21) = 99.19, p < 0.001; performing, F(3,64.11) = 19.68, p < 0.001; interchanging, F(3,58.81) = 162.00, p < 0.001; authoring, F(3,62.27) = 37.14, p < 0.001. As Table 3 shows, post hoc comparisons for browsing activities (p < 0.05) indicated that all four user-clusters engage with significantly different intensity in this type of activity: Traditionalists (M = 2.22, SD = .52), Gamers (M = 3.92, SD = .70), Networkers (M = 3.45, SD = .72) and Producers (M = 4.34, SD = .55). For performing activities, post hoc tests indicated that Traditionalists did not differ significantly from Gamers in using games, as is represented in Table 3 by the '='-sign. However, the other user-cluster combinations were indicated to engage with significantly different intensity in performing: Traditionalists (M = 2.42, SD = .82), Gamers (M = 2.35, SD = .73), Networkers (M = 1.71, SD = .55) and Producers (M = 3.21, SD = .87). Analyses of interchanging showed that Networkers (M = 3.12, SD = .48) and Producers (M = 3.42, SD = 1.29) did not engage with significantly different intensity in this activity. Traditionalists (M = 1.14, SD = .27) and Gamers (M = 2.02, SD = .76) (p < 0.01) were indicated to engage with significantly different intensity in interchanging. Finally, for producing activities, post hoc tests indicated a significant difference between Gamers (M = 1.72, SD = .33) and Producers (M = 2.54, SD = .57), and a non-significant difference between Traditionalists (M = 1.34, SD = .26) and Networkers (M = 1.46, SD = .24). Taken together, these results suggest that a relation exists between membership of a certain user group and kinds of activities people participate in. The intensity of participation applies especially to browsing activities. Specifically, our results suggest that Traditionalists and Gamers both engage in a similar way in performing activities, while Networkers appear to engage significantly less in performing activities. Networkers and Producers are most active in interchanging, while Traditionalists and Gamers are significantly less active with interchanging. Finally, our results suggest that only Producers are significantly active with authoring. This makes Producers the most dedicated users of their own applications, next to being the most intensive users of all kinds of interactive media. The use of interactive media among today's youth ! 63 Table3: Summary of post hoc results for groups of activities Activities Cluster Traditionalist Gamer Networker browsing Producer Networker Gamer Producer Networker Gamer Producer Networker Gamer Producer Networker Gamer > > > > < = > > > > = > > > > > < > > > = > < > perfoming interchanging authoring '=' indicates no significant difference between cluster means, '>' indicaties horizontal mean significantly larger than vertical mean, '<' indicates horizontal mean significantly smaller than vertical mean. Following the gender issue in the Net generation debate, we analyzed the division of user clusters among boys and girls. Table 4 confirms the popular belief that boys are most often Gamers and girls are most often Networkers. Our data show the strongest gender-difference for Gamers and Networkers, while boys and girls are roughly as often a Traditionalist or a Producer. In addition to the gender issue, we analyzed the relationship between educational level and user clusters (Table 4 and Table 5). As Table 4 shows, Traditionalists are most often primary education pupils (75.5%). Gamers (54.7%), Networkers (78.1%) and Producers (66.7%) can most often be found among secondary education students. Table 5 shows that primary education pupils are most often Traditionalist (64.4%). In secondary (41.7%) and higher education (84.6%) the largest cluster is Gamer. Table 4: Cluster membership: percentage - educational level and gender Cluster Educational level Traditionalist Gamer Networker Producer PE SE HPE 64.6 11.9 .0 14.6 41.7 84.6 10.4 29.8 7.7 10.4 16.7 7.7 100 100 100 Gender Boys Girls 26.2 25.5 52.4 18.2 6.8 45.5 14.6 10.9 100 100 Total PE = Primary education, SE = Secondary education, HE = Higher Professional education. 64 ! Chapter 3 Table 5: Educational level: percentage - cluster membership Cluster Educational level Traditionalist Gamer Networker Producer PE SE HPE 75.6 24.4 .0 10.9 54.7 34.4 15.6 78.1 6.3 23.8 66.7 9.5 Total 100 100 100 100 PE = Primary education, SE = Secondary education, HE = Higher Professional education. 3.2. Diversity in opinions about interactive media We analyzed the respondents' opinions about specific media, by applying cluster analysis on the items as shown in Table 6a. The result was a grouping together of opinions in four clusters (Table 6b). These clusters contain opinions about, respectively, the importance of gaming, the importance of networking, gaming ingroup behavior and active play. The 'importance of gaming' and 'importance of networking' clusters contain opinions about feeling unhappy when respondents cannot use games or social software. The cluster 'game in-group behavior' combines all in-group opinions characteristic for subcultures (cf. Brake 1985). 'Active play' is formed by a preference for the Wii instead of non-physical games, together with a preference for playing outside. Table 6a: Opinions on media activities Opinion code Opinion - full description 1. Gaming together 2. Longer MSN 3. Unhappy no Hyves 4. Unhappy no games 5. Unhappy no MSN 6. Belong to group 7. Longer games 8. Gamers group 9. No-gaming friends 10. Important gaming 11. Like gamers better 12. Like Wii better 13. Pretending 14. Production 15. Join gaming friends 16. Playing outside 17. TV, not production I like playing games with others Sometimes I stay longer on MSN than I want to I feel unhappy when I can't go on Hyves I feel unhappy when I can't play games I feel unhappy when I can't go on MSN I want to belong to a group Sometimes I play games longer than I want to Because I play games, I belong to a special group I have many non-gaming friends It is important to be good at games Children who play games are more fun than others I prefer the Wii to games where you sit still I like games because you can pretend things I like internet and games because you can produce things When friends play a game, I want to play that game as well I prefer playing outside to gaming I prefer television because you don't have to do anything Answers on 5 point Lickert scale; 1 = completely disagree, 5 = completely agree The use of interactive media among today's youth ! 65 Table6b: Means for opinions on media activities Cluster Traditionalist Gamer Networker Producer Gaming 1. Gaming together 7. Longer games 13. Pretending 14. Production 15. Join gaming frnds 2.89 3.18 2.08 3.65 Networking 2. Longer MSN 3. Unhappy no Hyves 5. Unhappy no MSN 6. Belong to group 9. No-gaming friends 17. TV, not production 2.05 2.46 2.75 3.35 Game in-group 8. Gamers group 10. Important gaming 11. Like gamers better 4. Unhappy no games 1.80 1.86 1.21 2.32 Active play 16. Playing outside 12. Like Wii better 3.51 3.33 3.47 3.53 Opinion Answers on 5 point Lickert scale; 1 = completely disagree, 5 = completely agree ANOVAs on the opinion clusters indicated that all user clusters have significantly different mean scores for all opinions, apart from Active play: Importance of gaming, F(3,153) = 18.34, p < 0.001; Importance of networking, F(3,153) = 18.32, p < 0.001; Game in-group, F(3,154) = 7.97, p < 0.001; Active play, F(3,153) = .39, p = .76. These results are confirmed by Welch F-ratio, that also showed a significant difference between all clusters, apart from Active play: Importance of gaming, F(3,63.67) = 19.70, p < 0.001; Importance of networking, F(3,64.67) = 18.85, p < 0.001; Game in-group, F(3,63.14) = 14.70, p < 0.001; Active play, F(3,62.34) = .42, p = .74. Post hoc comparisons for 'importance of gaming' opinions using the GamesHowell test (p < 0.05) indicated that Traditionalists (M = 2.89, SD = .91) and Gamers (M = 3.17, SD = .79) do not significantly differ from each other on this opinion. The mean scores for Networkers (M = 2.08, SD = .75) and Producers (M = 3.65, SD = .88) differed significantly from each other. For 'importance of networking' opinions, post hoc tests showed a significant difference between Traditionalists (M = 2.05, SD = .62) and Producers (M = 3.35, SD = .68) and a non-significant difference between Gamers (M = 2.46, SD = .70) and Networkers (M = 2.74, SD = .70). Post hoc test for opinions labeled 'game in-group' showed a significant mean score for Networkers (M = 1.20, 66 ! Chapter 3 SD = .39) and no significant differences for the other user clusters: Traditionalists (M = 1.80, SD = .92), Gamers (M = 1.86, SD = .86) and Producers (M = 2.32, SD = 1.13). Finally, post hoc tests for 'active play' showed no significant differences on the mean scores for all user clusters: Traditionalists (M = 3.51, SD = 1.23), Gamers (M = 3.33, SD = .85), Networkers (M = 3.47, SD = 1.02), Producers (M = 3.52, SD = .95). In line with the results for activities, membership of a certain user group appears to be related to types of opinions about specific interactive media. Specifically, our results suggest that being a Networker influences opinions on games in a negative way. This holds both for opinions about importance of gaming and for wanting to belong to the group of gamers. Furthermore, our results indicate that Gamers and Networkers do not differ significantly from each other on the stated importance of networking. These results indicate that the Gamers appear to have a more positive attitude towards networking than Networkers towards gaming. Being a Producer or Traditionalist appears to influence the opinion on the importance of networking in a positive and a negative way respectively. Finally, membership of a user cluster does not significantly influence one's opinion on preferring the Wii and playing outside ('Active play'). Although analysis showed a grouping of activities in four clusters and a grouping of respondents in the clusters Traditionalist, Gamer, Networker and Producer, there appears to be a complex whole of activity-user combinations, rather than a straightforward one-to-one mapping of clusters. Instead of each cluster of users engaging solely in their 'own' kind of activities, the means for activities show that all groups engage in a number of browsing activities as well. Furthermore, as Table 4 shows, Producers engage in performing and interchanging activities. Each user cluster, together with the opinions expressed by its members, forms a pattern of interactive media use. In order to get a clear view on these patterns, we will discuss each cluster in terms of intensity of media use, differentiation on age and education level and acknowledged importance of media. 3.3. Traditionalists The Traditionalists form one group of respondents. These respondents use the basic functionalities of interactive media rather than web 2.0 applications. This might explain the large percentage of primary education students. Members of the other clusters use applications such as MSN, e-mail or search engines as well, which is The use of interactive media among today's youth ! 67 shown by the relatively high means for these activities. However, they do this together with activities related to their own cluster of Networker, Gamer or Producer. The basic level of interactive media use corresponds to the finding that Traditionalists on average report to have no strong opinions about media activities (see Table 6b). The high means for the 'Active Play' opinions are the result of the primary education-students who state that they prefer the Wii and playing outside to using a computer. As we can see from opinions 2 and 5 in Table 6b, of all the clusters, Traditionalists appear to be the least depending on MSN. 3.4. Gamers Gamers engage in all gaming activities in the questionnaire. They can most often be found among secondary education students. Although Gamers, of all clusters, have the lowest means on opinion 6 'I want to belong to a group', they prefer playing together with others. Gamers on average state that they do not feel unhappy if they cannot play games. However, there is a significant correlation (r = .41) between gaming together and feeling unhappy when they can not play games, indicating that the joy of gaming lies in its social aspect. The strongest correlation for opinions on gaming activities can be found between pretending and production (r = .63). This means that some gamers like games because you can pretend to be a superhero or a manager of a zoo. The correlation shows that they also like the production of (virtual) content in games. One can think in this respect of obtaining weapons in role playing games or designing your car in racing games. Gamers prefer to play large PC-games or online games, which is shown by relatively high user means. Other clusters show high means for portable or casual games, which corresponds to the lesser level of commitment needed for these games, compared to console of PC-games. 3.5. Networkers Networkers make use of all kinds of social software. In our sample this means mainly a simultaneous use of several Hyves3 functionalities and MSN. Profile sites, such as Hyves, are being maintained by two-thirds of all young people in secondary and higher education. Most active are the secondary education students, while half of the primary education students report that they do not ‘own’ a profile page. This 3 Hyves, a website resembling Facebook, is the most popular social networking site in the Netherlands at the time of inquiry. 68 ! Chapter 3 latter group consists mainly of 10-year-olds. Networkers are mainly found among secondary education students in our sample. Responding to pages of others is most often done by secondary education students. Owners of profile pages spend more time maintaining their own page than looking at or responding to pages of others. However, for all educational levels there is a strong correlation (Pearson’s correlation > 0.7, p < 0.01) between having a profile page and looking at and responding to the pages of others. Networkers on average state that they are least unhappy when they cannot play games, which shows a difference in attitude between Networkers and Gamers. This might be interpreted as a traditional difference between boys and girls: while most of the Gamers in our sample are boys, most Networkers are girls. Interestingly enough, Gamers have less negative opinions about networking than Networkers have about gaming. 3.6. Producers Producers form a cluster with very active users of many kinds of interactive media. Most Producers can be found in secondary education, and of all clusters they are on average most active with uploading photos, maintaining weblogs and downloading music and films. An interesting result from our data is the intensive use by Producers of non-producer applications, especially social software as found in the 'interchanging' cluster. Producers combine this with stronger opinions about these media than other user clusters. Producers come close to descriptions of the Net generation by engaging in a wide range of content consuming and producing activities. 4. Discussion In this paper we investigated the existence of patterns in young people's use of interactive media. Our results show a diversity of user patterns rather than a homogeneous use of interactive media. We found groups of young people who reported making intensive use of interactive media. This intensity goes together with diversity in kinds of media and in opinions about specific media activities. We distinguished four clusters of interactive media activities and labeled them following current literature: browsing, performing, interchanging and authoring. These four clusters form one dimension of activities ranging from The use of interactive media among today's youth ! 69 consumption (browsing) to production (authoring). Furthermore, we distinguished four clusters of interactive media users. We hypothesized these user clusters as different subcultures (Van den Beemt, Akkerman, & Simons, 2007) and labeled them respectively as 'Traditionalists', 'Gamers', ‘Networkers’ and ‘Producers’. Each user cluster relates to a specific activity cluster: Traditionalists to browsing, Gamers to performing, Networkers to interchanging and Producers to authoring. However, most cluster members engage in other activities as well (see Fig. 1). These user clusters form a second dimension ranging from consumption (Traditionalists) to producing (Producers). In short, Traditionalists only make use of the basic functionalities of interactive media, that we labeled as 'browsing'; Gamers appear to be content-driven participants, prefer playing together and enjoy the production and pretending aspects of games; Networkers appear to be friendship-driven, focused on communication with peers and combine the use of their profile pages with MSN; Producers appear to come closest to the Net generation with a diverse and intensive use of many interactive media for both production and interactive consumption of content, including media typical for the other user clusters. Producers appear to be Tra dit i Ga onal ist me s rs Ne tw ork Pr od ers uc ers both content-driven and friendship-driven participants. browsing performing interchanging authoring X X X X X X X X X Figure 1: Associations between clusters of users and clusters of activities. Because our current sample was not drawn randomly, some results indicate a need for further research with a larger, more representative group of respondents. For instance, our results show a high percentage of Gamers among higher education students. This could be explained by the large number of males among the higher education respondents. The same applies to the large percentage of networking girls 70 ! Chapter 3 on secondary education level. Both results appear to be a gender issue caused by the sample characteristics, rather than an effect explained by educational level. Educational level and gender appeared to significantly influence the respondents' opinions about specific media. This suggests a need for multilevel analysis with a larger sample in order to explain these macro level interactions. The intensive use of and diversity in kinds of interactive media confirm the findings of the small number of studies available on young people's use of interactive media. The data in our sample show that we cannot speak of a generation whose members use all media, all in the same way. Some media, such as MSN or Hyves are widely used, but with different levels of intensity and having different meaning to the users. This diversity implies caution in drawing conclusions about interactive media and young people, especially when interactive media and education are concerned. The small percentage of Producers among the respondents indicates that, although most of today's youngsters engage in traditional activities, not all of them are active with interactive media production. By result it is not selfevident that all students' learning improves by using convergence media such as videosite You tube, photosite Flickr or social networking space Facebook. The results of this study can be seen as indicators for contemporary youth culture. By describing a classification of both activities and users, we added two dimensions to the net generation debate. These two dimensions allow us to describe the use of interactive media by young people in a nuanced way. Given the intensity of interactive media use and the expressed opinions, these media form an important part of young people's social space and cultural space (Van den Beemt, Akkerman, & Simons, 2007). Where the net generation debate often focuses on the use of interactive media, or rather young people's social space, we emphasize the importance of investigating this in relation to young people's cultural space. By investigating opinions about interactive media, we have taken a first step in describing this cultural space. The use of interactive media among today's youth ! 71 References Aldenderfer, M. & Blashfield, R. (1984). Cluster Analysis. Sage university papers on Quantitative applications in the social sciences, vol. 44. Beverly Hills: Sage. Bennett, S., Maton, K., and Kervin, L. (2008). 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(1998). Growing up digital: The rise of the net generation. New York: McGraw Hill. The use of interactive media among today's youth ! 73 Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2007, November). What happens outside the classroom? Paper presented at the Earli PBPR conference, Maastricht, The Netherlands. Van Someren, M., Barnard, Y., and Sandberg, J. (1994). The Think Aloud Method: A practical guide to modelling cognitive processes. London: Academic Press Weber, S., and Mitchell, C. (2008). Imaging, Keyboarding, and Posting Identities: Young People and New Media Technologies. In: Buckingham, D. (Ed.) (2008). Youth, Identity, And Digital Media. (pp. 25-47) Cambridge: The MIT press 74 ! Chapter 3 CHAPTER FOUR Patterns of interactive media use among contemporary youth1 ! Abstract The intensive use of interactive media has led to assertions about the effect of these media on youth. Rather than following the assumption of a distinct net generation, this study investigates diversity in interactive media use among youth. Results from a pilot study show that contemporary youth can be divided into clusters based on the use of interactive media. These results call for a better understanding of these clusters and the characteristics of their members. The research question for this paper was: Can patterns be found in the interactive media activities and opinions of young people? We answer this question by a survey among 2138 Dutch students aged 9 to 23 in education levels ranging from primary to higher professional education. Four categories of interactive media activities were discerned using confirmatory factor analysis: interacting, performing, interchanging, and authoring. Four clusters of interactive media users, namely Traditionalists, Gamers, Networkers, and Producers were identified using cluster analysis. Behind these straightforward categories, complex patterns of user activities and opinions can be found. The implication is that education should be cautious in applying these media as learning tools, because contemporary students show diversity in the kinds of interactive media they prefer using. 1 This chapter has been published as: Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010). Patterns of interactive media use among contemporary youth. Journal of Computer Assisted Learning, DOI: 10.1111/j.13652729.2010.00384.x 76 ! Chapter 4 1. Introduction The suggested arrival of a new generation of learners is glossed under terms such as ‘Net generation’ (Tapscott, 1998), ‘Millenials’ (Howe & Strauss, 2000), ‘Digital natives’ (Prensky, 2006) or ‘Web generation’ (Hartmann, 2003). Influenced by this suggestion, participants in the net Generation debate often approach contemporary youth as a homogeneous group that uses interactive media, consisting of games and Internet applications, with great intensity and skill (Bennett, Maton, & Kervin, 2008). However, recent empirical research contradicts these assumptions of homogeneity and skills. A growing number of empirical studies show that young people have intermediate rather than high information and communication (ICT) skills (Cameron, 2005; Margaryan & Littlejohn, 2008), that their internet use is characterized by "relatively mundane forms of communication and information retrieval" rather than "spectacular forms of innovation and creativity" (Buckingham, 2008, p. 14), and although they use interactive media intensively (Schulmeister, 2008; Duimel & De Haan, 2007), there is a diversity in kinds of media being used (Ito, et al., 2008; Jones, Ramanau, Cross, & Healing, 2009; Kennedy, Judd, Churchward, Gray, & Krause, 2008; Kutteroff & Behrens, 2008). Because these results do not point in the direction of a Net generation as one skilful and homogeneous group, the assumptions underlying the net Generation debate should be seriously questioned. Often, the net Generation debate is motivated by a concern about the relationship between young people, interactive media and education (cf. Oblinger & Oblinger, 2005; Shaffer & Gee, 2005). The debate is valuable for education as it provides a framework to pose questions regarding the application of interactive media in organizing and stimulating education. Replacing the assumption of a homogeneous generation with empirical data that shows diversity makes the debate even more valuable. 1.1 Associations between activities The empirical research on young people's use of interactive media often begins with a top-down approach of pre-defined classes of applications, such as 'information retrieval', 'social networking', 'online gaming' or 'downloading' (Kutteroff & Behrens, 2008; Duimel & De Haan, 2007; Livingstone & Bober, 2005). Despite the usefulness of such classifications, the relationship between applications remains unclear. Patterns of interactive media use among contemporary youth ! 77 Investigating this relationship is valuable, since youth culture studies show that young people use combinations of available content and media to show others what they think is important (Weber & Mitchell, 2008). Profile pages for instance, often show images of their owners merged with photographs of popstars or sportsmen. Forums, such as Gamerankings (http://www.gamerankings.com) provide walkthroughs and cheat codes used by gamers while playing. We believe that these kinds of combinations can best be studied with a bottom-up approach, by asking respondents about their use of separate applications. Subsequently, possible combinations of interactive media activities can be discovered with statistical analysis. Furthermore, it is valuable to investigate how these combinations of activities inform the grouping of users. This grouping of users should not be seen as a fixed categorization to replace the homogeneous view, but rather as a nuanced addition to the debate around youth, interactive media and learning. Diversity in combinations of interactive media activities and of users indicates a multitude of functions these media have in people’s lives. Understanding these functions therefore asks for studying the relationship between types of interactive media activities and types of interactive media users. 1.2 Functions of interactive media use. From a sociological perspective, there is also reason to believe that diversity in interactive media use among youth can be found. After all, contemporary late modern society knows less guiding social structures than before (Van den Brink, 2007). In earlier times, the local community and a person's social background provided social structure. Today, people have to actively develop frames of reference (Giddens, 1993). This change in social guidance affects a person's patterns of behaviour and resulting social relations, also known as social space (Bourdieu, 1984). It is by and through this social space, that people develop patterns of values, beliefs and opinions, also known as cultural space (Elchardus & Glorieux, 2002). Both social and cultural spaces in contemporary late modern society are influenced by globalization, which results in young people trying to give meaning to everyday life outside the traditional structures (see Van den Beemt et al., 2010b for a more extensive discussion). Today, with easy accessible information and communication resources, young people appear to organize themselves reflexively in informal (online) communities called affinity spaces (Gee, 2004). The intensive use of 78 ! Chapter 4 interactive media among contemporary youth indicates an important function for these media in shaping both social and cultural space. In sum, the combination of activities is of importance for understanding the functions of interactive media in shaping both social space - the social function of interactive media- as well as cultural space - the cultural function of interactive media. This means that we should not look for frequencies of use as if media are ends in themselves, but for patterns in interactive media use that hint at the goals they are meant to facilitate. Does online gaming go together with information retrieval or social networking? Can a convergence of media activities be found, or is there a divergence into separated user groups? By studying the social and cultural functions of interactive media through patterns of use, we expect that a classification of activities as well as a classification of users will appear from the results. Considering both the class of grouped activities and the class of grouped users is important for education, because these classes specify diversity in interactive media use among youth. For instance, if our results would show that most students appear to be networkers with a negative attitude towards gaming, educators could consider using social software instead of games as an educational tool. Young people's engagement in specific interactive media activities allow for the development of expertise, “while simultaneously supporting aspects of identity development such as a sense of belonging in a community, feelings of competence, and interest development” (Barron, 2006, p. 194). However, educators should be careful in assuming that students will automatically develop critical, reflexive skills or literacies through informal or intensive use of technology (Ryberg & DirckinckHolmfeld, 2008). By considering the aforementioned classes, diversity in use and users will appear, leading to first insights into the social and cultural functions of interactive media. 1.3 Previous research. In earlier research (Van den Beemt et al., 2010a), we studied the interactive media behaviour of a group of students in the Netherlands (N = 178, aged 10 to 25). This study showed our participants using interactive media intensively, but not in a unified way. Rather, the results showed diversity in behaviour, which can be expressed in user patterns. Furthermore, the results showed a relation between interactive media use and educational level and between use and gender. Because Patterns of interactive media use among contemporary youth ! 79 this study was limited to 178 respondents with an unequal division of educational level and gender, the results suggested a need for further research with a larger sample. This paper presents the results of this larger study and it aims at describing patterns in the interactive media behaviour among youth and their opinions about these media. 1.4 Research question In order to investigate interactive media use and opinions, we formulated the following question: Can patterns be found in the interactive media activities and opinions of young people? This question will be answered in three steps. First, we will analyse the use of interactive media. Second, the relation between gender and educational level and user activities will be examined. This is of importance because, in line with earlier research (Duimel & De Haan, 2007; Kutteroff & Behrens, 2008), our pilot study revealed differences in interactive media use between boys and girls and between a number of educational levels (Van den Beemt et al., 2010a). Furthermore, the range of levels in the Dutch educational system (Eurydice, 2009), where each level is distinctively characterized by both method and culture, suggests this attention. Third, we will analyse the relation between young people's opinions about interactive media and interactive media activities. The results of this study are important for education and educational research alike, because it provides insight into the use and meaning of interactive media among youth. It adds to more nuances in the net generation debate and consequently contributes to making well-considered choices for using interactive media as learning tools. With the insights from this study, educators can decide for which students interactive media, such as games and social software, are useful learning tools, instead of applying these media uncritically based on preassumptions of homogeneity and skilfulness. 2. Method 2.1. Participants The study sample consisted of 2138 Dutch students, in educational levels ranging from primary education to higher professional education (see Table 1 for an overview of participants). For comprehension outside of the Dutch context, four aggregated educational levels were used in our analyses: primary education, 80 ! Chapter 4 vocational level, preparatory higher education and higher professional education (see also Eurydice, 2009 and Table 1). The survey was conducted at twenty-four schools in six different regions of the Netherlands. Table 1: Participants Education Level (Dutch abbreviation) Primary education Age (M) Number of participants Male Female 9-13 (11) 640 321 319 Secondary education: Vocational education (vmbo + vmbo-t + mbo) Preparatory higher education (havo + vwo) 12-23 (16) 12-18 (15) 496 679 224 327 272 352 Higher professional education 17-23 (20) 323 223 100 2138 1095 1043 Total vmbo = preparatory secondary vocational education; vmbo-t = preparatory secondary vocational education, theoretical level; mbo = senior secondary vocational education; havo = senior general secondary education; vwo = pre-university education (see also Eurydice, 2009) Participating schools were found through several university networks. The study sample was not drawn randomly but conveniently sampled: schools participated voluntarily, often with complete classes of respondents, which were all included in the analyses. The participating higher education schools have a curriculum focused on technology. As a consequence these schools have more male students, which affected the boy-girl ratio in our sample. 2.2. Materials The online survey consisted of twenty-five questions addressing two main topics: actual use of interactive media applications and opinions about the use of specific media. A number of questions consisted of items that each referred to one of all interactive media used in the Netherlands at the time of inquiry. Fifteen of the twenty-five original questions were used in the analyses (see Appendix A for the questionnaire in English). The social networking spaces Hyves2 (http://www.hyves.nl) and MySpace (http://www.myspace.com) were included as separate items, while the others were grouped under 'other than Hyves'. Answer categories followed a Likert scale ranging from 1 to 5 for both main topics: [never/less than once per month/once per 2 Hyves, a website resembling Facebook, was the most popular social networking site in the Netherlands at the time of inquiry. Patterns of interactive media use among contemporary youth ! 81 week/several times per week/every day] for activities and [totally disagree/disagree/neutral/agree/totally agree] for opinions. Means of three and larger indicate respectively a regular use and a positive opinion. The development of the questionnaire incorporated key characteristics of subcultures and existing media research. The characteristics of sub-cultures included group behaviour and reported importance of specific media (Brake, 1985). Because the strongest response was expected for a) a person's identification with a specific user group and the subsequent negative attitude towards other user groups, and for b) games and social software, opinions about these topics were asked for, instead of asking opinions about all cultural characteristics and all interactive media (see also question 9 in Appendix A). The key characteristics of existing media research included use of and preferences for specific interactive media (Duimel & De Haan, 2007; see also questions 4 to 6, and 10 to 15 in Appendix A). The instrument was piloted on an individual basis in paper format with three primary education students, by means of a 'think-aloud' session (Van Someren, Barnard, & Sandberg, 1994) for comprehension of the questions and timing. The think-aloud technique is suggested by Van Someren and colleagues to check whether items are unambiguously and clearly understood by participants. In this case, each of the three respondents read the questions out loud for the researcher and an assistant. The respondents then were asked to explain each question in their own terms and interpret their answer. The pilot test resulted in minor adjustments in the wording of questions. It took participants on average fifteen minutes to complete the questionnaire. All questionnaires were completed under supervision during school hours. The respondents remained anonymous, but were supplied with individual codes. These codes made analysis of, for instance, educational level and region possible. The survey’s language was Dutch. 2.3. Procedure All respondents received textual instructions to explain the survey's purpose, that it would not be graded, and therefore that any answer would be right. Furthermore, the students were asked to fill in the survey at their own comfortable speed. Most schools arranged for each class to fill in the survey in a computer laboratory with Internet access. The survey was held between October 2008 and February 2009. 82 ! Chapter 4 2.4. Analytic strategy The statistical analyses were performed in several steps. First, outliers were identified by means of boxplots for all interactive media items, and they were subsequently filtered from the sample. The existence of categories of media activities was explored by means of factor analyses based on the activity items from the questionnaire. This EFA (Exploratory Factor Analysis) was employed on a randomly selected training sample of two-thirds of our complete sample. This analysis was performed by means of Principal Component Analysis with Varimax rotation. Because we are working in a fresh field where the number and nature of the factors is unknown, Kline (2005) argues that EFA results should be replicated. Mulaik (1987, as cited in Kline, 2008) even suggested that every EFA should be completed by a confirmatory analysis. Consequently, to verify the validity of the resulting model, CFA (Confirmatory Factor Analysis) was applied by means of the Maximum Likelihood method in a test sample consisting of the remaining one-third of our sample (Kline 2005). The model was tested with Amos 16 (Arbuckle, 2007). The evaluation of model adequacy was based on Comparative Fit Index (CFI), TuckerLewis Index (TLI), Root Mean Square Error of Approximation (RMSEA) and Root Mean Square Residual (RMSR). In order to explore a pattern of related interactive media users, cluster analysis on the cases was applied. Because there was no a priori classification scheme, hierarchical agglomerative cluster analysis was applied instead of discriminant or assignment methods (Everitt, 1995). In order to minimize the variance within clusters, Ward’s method was applied with squared Euclidean distance (Aldenderfer & Blashfield, 1984). However, because this measure is affected by variables with large size or dispersion differences, z-scores were applied as well (see also Milligan & Cooper, 1988). Because both the robust factor analysis and the exploratory cluster analysis result in categories that have significant differences in means, there was no need for additional variance analyses. Respondents came from in total seven levels of education, which describes the full spectrum of school levels for the considered age range in the Netherlands (Eurydice, 2009). In order to allow for international comparison of the results, five levels were coupled into two new educational levels (see Tables 1 and 6). Chi-square tests of independence were performed to examine the relation between the categories of users and gender and educational level respectively. Patterns of interactive media use among contemporary youth ! 83 Categories of opinions were explored with factor analysis on items, applying Principal Component analysis with Varimax rotation. As a result of a very low average use combined with low sample means, the following activities were left out of our analysis: Second Life, Skype, Uploading a Podcast and Downloading a Podcast. 3. Results Our data show diversity in the use of interactive media applications ranging from social software, to games or video-websites, such as YouTube. All respondents reported making use of at least one application once per week or more. This means that there are no non-users in our sample. 3.1 Diversity in interactive media use and users Factor analysis applied on the interactive media items suggested a four-component solution. These four components are an indication of diversity in interactive media use by showing applications that are often used together (see Table 2 for the factor analysis results). The Cronbach's alpha coefficient for the items of each of the four components was at least .70, suggesting a quite acceptable internal reliability (Nunnally, 1978). In order to report a model in which each item loaded on one factor only, a cutoff for size of 0.40 was applied (see also Tabachnick & Fidell, 2007). Goodness-of-fit indices indicated that there was a minimally acceptable fit between the four-component model and the data (!2 = 1266.0, df = 333; TLI = 0.86, CFI = 0.88, RMSEA = 0.06, SRMR = 0.05). These results are an indication of extreme scores in our sample, despite the filtering of outliers. Because of the applied cutoff for size, the following items from the questionnaire were removed from the model: downloading podcasts, uploading videos, maintaining a wiki, Google Docs, Google Earth, Habbo hotel, making music on a pc, and using Myspace. We labelled each of the four components based on its core activity. One component can be called friendship driven (Ito et al., 2008), and consists of a variety of social networking activities. We labelled this category 'interchanging'. A second component consists of e-mail, surfing the web, searching for information, MSN and watching videos. Because these are traditional, more basic interactive media activities, focused on the non-linear consumption of information and production of texts, we labelled them 'interacting'. A third component, consisting of gaming 84 ! Chapter 4 activities, is a form of interest driven participation (Ito et al., 2008) where users play a certain role on a virtual stage. We labelled this category 'performing'. The last component consists of activities that comprise some form of interactive content production. Jenkins (2006) argues that this kind of content production requires content consumption. Before a person can 'remix' a photograph of a popstar with one of himself, he needs to search for, look at, and download content, for instance from weblogs of photo-albums made by others. Because users engaged in these activities are authors of interactive media content, we labelled this category 'authoring'. The four categories found by factor analysis, do not describe the respondent's membership of specific categories. Therefore, cluster analysis was applied to explore the relation between categories of activities and individual respondents. This resulted in four clusters describing types of media users. Different cluster solutions did not result in comprehensive groupings of media users in relation to the factor analysis results. In order to label the clusters, the mean scores of each cluster for both activity items (e.g. MSN or maintaing a Hyves page) and the four activity categories were compared. Subsequently, we labelled the user clusters according to the main activity group in each cluster: Traditionalists are mainly engaged in the traditional interactive media activities grouped under 'interacting'. Gamers engage in performing and Networkers in social software grouped under 'interchanging'. Finally, Producers create content, in a 'patchworking' manner (cf. Ryberg & Dirckinck-Holmfeld, 2008), by means of for instance weblog-templates or predefined photo-albums. These often standardized objects enable activities grouped under 'authoring'. The four user clusters and four activity categories were compared for differences between their mean scores to describe the relation between membership of a certain user group and types of activities people participate in. These mean scores for each category were computed by adding the scores on individual items and by dividing the result by the number of items in that category. Members of all user clusters, apart from the Gamers, appear to participate in interacting activities at least once per week, however they do so with distinctive intensity. Table 3 shows that Producers are on average the most intensive engaged in all types of activities. Patterns of interactive media use among contemporary youth ! 85 Table 2: Exploratory factor analysis results with standardized factor loadings for interactive media activities Activities Component 1 interchanging Maintaining Hyves profile Leaving a scrap Looking at profile pages Looking at Hyves photos Uploading photo to Hyves Reading weblog at Hyves Maint. weblog at Hyves .878 .874 .802 .788 .754 .698 .641 Search Surfing the web E-mail Downloading music Reading news sites Downloading films MSN Reading Wikipedia Watching videos 2 interacting 3 performing .688 .663 .662 .631 .604 .590 .565 .551 .520 Casual online games Portable games Console games Large pc games Online games Small pc games Mobile games .684 .678 .633 .588 .556 .453 .416 Maintaining weblog other than profile Uploading photos other than to profile Reading weblog other than profile Looking at photos other than profile Maintaining profile other than Hyves Placing message on forum Cronbach's alpha 4 authoring .91 .693 .679 .671 .661 .592 .402 .82 .70 .72 Principal Component Analysis, Varimax rotatiom with Kaiser Normalization. In addition to authoring, Producers on average engage in all other types of activities at least once per week. Traditionalists, Gamers and Networkers are on average rarely active in authoring. Traditionalists on average are active only in interacting at least once per week. Of all types of activities, Gamers are most active in performing, however, this is on average less than once per week. Networkers on average are active at least once per week with both interchanging and interacting. Figure 1 represents these results visually by showing a cross-mark for mean-scores above M = 2.5, which indicates a use of at least once per week. 86 ! Chapter 4 Table 3: Categories of activities, Mean standardised score (and SD) within cluster Activities Cluster Traditionalist N=588 Gamer N=360 Networker N=841 Producer N=136 interacting 3.02 (0.66) 1.94 (0.51) 3.60 (0.64) 3.82 (0.60) performing 1.92 (0.67) 2.45 (0.69) 2.26 (0.84) 2.54 (1.02) interchanging 1.99 (0.80) 1.41 (0.59) 3.21 (0.89) 3.85 (0.81) authoring 1.22 (0.29) 1.15 (0.27) 1.73 (0.54) 3.13 (0.71) N = 1925; Cluster analysis: Ward's method, Squared Euclidian distance, Z-scores; 1 = Never, 2 = Less than once a week, 3 = once per week, 4 = more times per week, 5 = daily. Our goodness-of-fit results showed differences between the training sample and the test sample. This indicates extreme scores on some activities for a number of respondents, which influenced the factor analyses (see also Kline, 2005). To give an impression of the influence of extreme scores, the outliers identified in the factor analysis were placed in user categories by means of cluster analysis. Table 4 shows the means for types of activities of these outliers when they would be placed in user clusters. Although on selected activities the outliers in Table 4 show a higher intensity of use, the pattern of mean scores resembles the pattern in Table 3. These results indicate that a number of respondents choose to use specific applications and refrain from others (cf. Eynon, 2010). Table 4: Outliers in categories of activities, Mean standardised score (and SD) within cluster Activities Cluster Traditionalist N=10 Gamer N=5 Networker N=23 Producer N=5 interacting 3.44 (0.75) 2.04 (0.88) 3.35 (0.65) 3.62 (0.54) performing 2.27 (1.13) 2.46 (1.53) 2.09 (0.87) 2.20 (0.86) interchanging 1.57 (0.75) 1.71 (0.82) 3.71 (0.83) 4.63 (0.47) authoring 1.32 (0.49) 1.27 (0.30) 2.01 (0.90) 4.13 (0.59) N = 43; Cluster analysis: Ward's method, Squared Euclidian distance, Z-scores; 1 = Never, 2 = Less than once a week, 3 = once per week, 4 = more times per week, 5 = daily. 3.2 Cluster membership, gender and levels of education. Following the gender issue in the net generation debate, we analyzed the division of user clusters among boys and girls. A chi-square test of independence showed that the relation between user clusters and gender was non-significant, !2(3, N =1925) = 2.86, p = ns. Boys and girls were likely to be member of the same user clusters. In line Patterns of interactive media use among contemporary youth ! 87 with these results, Table 5 shows an almost equal gender division within all user clusters. Especially the results for Gamers and Networkers are in contrast with traditional ideas that boys play games and girls engage more in peer-to-peer communication. It is noteworthy to look at cluster membership and educational level, because these levels, and therefore the age groupings as well, are not equally spread among our sample (see Table 1). A chi-square test of independence showed that the relation between user clusters and educational level was significant, !2(9, N = 1925) = 644.47, p < .01. The standardized residuals of the chi-square test are reported in Table 6. Table 5: gender - percentage of cluster membership Gender Cluster Traditionalist Gamer Networker Producer Boys Girls 51.7 48.3 53.6 46.4 50.3 49.7 45.6 54.4 Total 100 100 100 100 Table 6: Cluster membership - percentage of education level and gender Education level PE VE Cluster PHE HPE Gender Boys Girls Traditionalist % within Ed. level 16.7 St. Residual -6.0 33.8 1.2 41.6 5.0 29.3 -0.4 31.0 30.1 Gamer % within Ed. level 52.5 St. Residual 18.6 4.5 -6.8 6.4 -7.1 0.7 -7.3 19.7 17.7 Networker % within Ed. level 24.7 St. Residual -6.8 52.0 2.6 46.5 1.1 61.8 4.8 43.1 44.3 Producer % within Ed. level 6.1 St. Residual -0.8 9.7 2.0 5.6 -1.4 8.2 0.8 6.3 7.8 Total % within 100 100 100 100 100 100 PE = Primary education, VE = Vocational education (vmbo + vmbo-t + mbo), PHE = Preparatory higher education, HPE = Higher professional education. !2 for Gender and Cluster membership non-significant, and for Educational level and Cluster membership significant (" < 0.01). Students of different educational levels were likely to be member of different user clusters. Despite this significant difference, conclusions should be drawn cautiously, because of the sample's unequal gender division for the higher 88 ! Chapter 4 professional education level. Table 6 shows that the largest percentage of Traditionalists is found among preparatory higher education students and the largest percentage of Gamers is found among primary education pupils. Higher professional education students form the largest group of Networkers, while the vocational education level students form the largest groups of Producers. The extremes within the PE-level and the higher professional education level for Gamers might be subject for further analysis, for instance by looking for macro-level influences. On average, within all educational levels apart from primary education, Networkers account for the highest percentages of users. This makes networking the most important activity among today's young people. 3.3. Diversity in opinions about interactive media We analyzed the respondents' opinions about specific media, by applying exploratory factor analysis on the items as shown in Table 7a. The scree plot suggested a three-component solution (Table 7b). Because of the applied cutoff for size of .40, the following opinions items were removed from the model: 'Belong to group', 'Playing outside' and 'TV, not production'. The components contain opinions about respectively gaming, gaming benefits and networking. The 'gaming' and 'networking' components contain opinions about feeling unhappy when respondents cannot use games or social software. The component 'gaming benefits' Table 7a: Opinions on media activities Opinion code Opinion - full description 1. Gaming together 2. Longer MSN 3. Unhappy no Hyves 4. Unhappy no games 5. Unhappy no MSN 6. Belong to group 7. Longer games 8. Gamers group 9. No-gaming friends 10. Important gaming 11. Like gamers better 12. Like Wii better 13. Pretending 14. Production 15. Join gaming friends 16. Experimentation 17. Playing outside 18. TV, not production 19. Learning I like playing games with others Sometimes I stay longer on MSN than I want to I feel unhappy when I can't go on Hyves I feel unhappy when I can't play games I feel unhappy when I can't go on MSN I want to belong to a group Sometimes I play games longer than I want to Because I play games, I belong to a special group I have many non-gaming friends It is important to be good at games Children who play games are more fun than others I prefer the Wii to games where you sit still I like games because you can pretend things I like internet and games because you can produce things When friends play a game, I want to play that game as well I like games because they give me the chance to experiment I prefer playing outside to gaming I prefer television because you don't have to do anything I enjoy games that learn me something new Answers on 5 point Likert scale; 1 = completely disagree, 5 = completely agree Patterns of interactive media use among contemporary youth ! 89 Table 7b: Exploratory factor analysis results with standardized factor loadings for opinions on interactive media activities Opinion Component 1 Gaming 7. Longer games 8. Gamers group 10. Important gaming 1. Gaming together 4. Unhappy no games 11. Like gamers better .923 .923 .535 .529 .520 .424 14. Production 16. Experimentation 13. Pretending 15. Join gaming frnds 19. Learning 2 Gaming benefits 3 Networking .761 .741 .673 .595 .492 5. Unhappy no MSN 3. Unhappy no Hyves 2. Longer MSN 9. No-gaming friends Cronbach's alpha .811 .768 .628 .409 .82 .76 .60 Answers on 5 point Likert scale; 1 = completely disagree, 5 = completely agree Table 7c: Means (and standard deviation) for opinions on media activities Opinion Cluster Traditionalist Gamer Networker Producer Gaming Gaming benefits Networking 2.04 2.50 2.22 2.16 2.75 1.66 2.21 2.70 2.70 2.34 2.80 3.09 (0.92) (0.92) (0.79) (0.89) (0.91) (0.62) (0.97) (0.97) (0.62) (1.08) (1.02) (0.94) Answers on 5 point Likert scale; 1 = completely disagree, 5 = completely agree consists of preferring games because they give the opportunity to pretend, produce, experiment and learn. Mean scores of 3 and higher indicate a positive attitude towards each opinion. The Cronbach's alpha coefficient for the items in the opinion components was at least .60, which suggests an acceptable internal reliability (Nunnally, 1978). Membership of a certain user group shows less distinct relations with types of opinions compared to types of activities. Mean scores for the three types of opinions are for all user clusters below three, indicating a neutral or negative stance. The only exceptions are the negative score of Gamers on opinions about networking, and a slightly positive score of Producers on the same opinions. Tra dit i Ga onal i st me s rs Ne tw ork Pr od ers uc ers 90 ! Chapter 4 interacting performing interchanging authoring X X X X X X X X Figure 1: Relations between categories of activities and categories of users 4. Conclusion In this paper we investigated the existence of patterns in young people's use of interactive media. Our results showed a diversity of user patterns rather than a homogeneous use of interactive media. We found groups of young people who reported making intensive use of interactive media. This intensity goes together with diversity in kinds of media and in opinions about specific media activities. Given the findings, we discerned four categories of interactive media activities and labelled them following current literature: interacting, performing, interchanging and authoring. Based on our data we also discerned four clusters of interactive media users, which we labelled as 'Traditionalists', 'Gamers', 'Networkers' and 'Producers'. Each user cluster relates to a specific activity category: Traditionalists to interacting, Gamers to performing, Networkers to interchanging and Producers to authoring. However, in addition to this one-to-one mapping of categories, there appear to be other specific activity-user combinations as well (see also Figure 1). Taken together our results show that Traditionalists form a group of relatively low-end technology users that mainly engages in interacting. The relatively small group of high-end technology users, labelled Producers, engages intensively in all types of activities, especially authoring. Furthermore, two groups of intermediate technology users are defined by mid level technology use. One group, the Gamers, skews on performing, and the other, the Networkers, skews on interchanging. All groups are significantly different from each other on the four types of activities. Furthermore, these user groups are discriminated by different patterns of use across the types of activities, although all, apart from the Gamers, are Patterns of interactive media use among contemporary youth ! 91 relatively intensive users of the more traditional interactive media. Finally, Producers are the only regular users of applications grouped under 'authoring'. The types of activities together with the clusters of users contribute to a better understanding of the importance of interactive media in the shaping of young people's patterns of behaviour and social relations, known as social space, (Bourdieu, 1984) and their patterns of values, beliefs and opinions, known as cultural space (Elchardus & glorieux, 2002). The patterns of interactive media use indicate the motives for using these media. These motives, operationalized as the social and cultural functions of interactive media, are important for the development of education for contemporary students that takes into account the diversity among these students. 5. Discussion The results of this study confirm existing research. We found intensity and diversity in interactive media use, which confirms the findings of a growing number of studies available on young people's use of interactive media. While some large-scale surveys on youth and ICT (Duimel & De Haan, 2007; Kutteroff & Behrens, 2008) give a good overview of interactive media use, our analyses add insights on the division of interactive media users by describing groups of activities and of users. Furthermore, results of our analyses indicated that a large number of respondents choose to use specific applications and refrain from others (cf. Eynon, 2010). A number of surveys among university students with a focus on ICT skills in relation to learning (Cameron, 2005; Margaryan & Littlejohn, 2008; Jones, et al., 2009; Kerawalla, Minocha, Kirkup, & Conole, 2009; Ryberg & Dirckinck-Holmfeld, 2008) support the inclination of a differentiation based on user patterns. None of these studies found evidence to support the claims regarding students adopting radically different patterns of knowledge creation and sharing, as suggested by some previous studies. Our results endorse these findings, not only for higher education, but for a wide range of educational levels as well. The patterns we found in both use of and opinions about interactive media show that young people give meaning to interactive media in diverging ways instead of as a homogeneous group. A number of small-scale qualitative studies testify to this result by explaining that interactive media are used in diverse ways for organizing and directing youth's cognitive, social 92 ! Chapter 4 and emotional life (Kelly, Pomerantz & Currie, 2006; Baki, Leng, Ali, Mahmud & Gani, 2008). Our dataset is characterized by respondents who make intensive use of a limited number of applications, which causes outliers and skewness. However, a comparison of our results with those of other studies indicates that the methods applied only result in differences in detail (see also Eynon, 2010; Van den Beemt et al., 2010a). The main results of all studies show resembling differences in interactive media activities. Because of small factor loadings, we had to remove a number of the newer types of interactive media from our model. The removal of these activities is in line with results from other studies that show young people's 'mundane' use of interactive media (Buckingham, 2008). Furthermore, because our current sample was not drawn randomly, some results indicate a need for further research with supplementary analyses. For instance, our results show a relatively large percentage of Gamers on primary education level (52.5%), which is strange given the complexity of many games. However, many ICTbased exercises are disguised under a playful interface that can be perceived as 'games' by primary education students. The diversity in interactive media use combined with the characteristic aspects of our dataset, imply caution in drawing conclusions about the educational consequences in using these media. The small percentage of Producers among the respondents together with the low means for authoring of the other user groups, indicate that not all of today's youth are active in interactive media production as described in the Net generation literature. Furthermore, our respondents did not express preferences for games or social software in a unified way. Thus, these results ask for a made to measure application of interactive media as learning tools. We consider the potential of this application as an important aspect of future analysis. Further research is required to study specific characteristics of the user clusters, notably the Networkers, Gamers and Producers. The large number of Networkers among students of all educational levels makes it interesting to investigate the transfer of networking capabilities to other domains in education, such as groupwork or peer-reviews. The cluster of Gamers forms a small percentage of our respondents (18%) and shows an almost equal gender division. However, it is important to note that approximately half of our respondents report to play games at Patterns of interactive media use among contemporary youth ! 93 least once per week. The cluster analyses results showed a homogeneous result for the cluster of Gamers. Despite this result, from a theoretical perspective a further division into casual games and large pc- or console-games seems needed. This makes it interesting for further research to look at differences in kinds of gameplay between boys and girls. Furthermore, while our results show that Producers form less than ten percent of our respondents, the Net Generation debate generally approaches all of contemporary youth as skilled creators of media content. Although the cluster of Producers is relatively small, it is worthwhile to conduct further research on this group, investigating for example their possession of interactive media hardware, ICT-skills or number of 'friends' made with social software or in online communities. Finally, future research could nuance the user patterns even further by applying a distinction between interactive media use for school assignments and as leisure activity. Because of the intensive interactive media use, the research investments and the ongoing debate, we know that interactive media are an important consideration for education. Future work should strive to a better understanding of the patterns of interactive media use. Are these patterns nothing more than a description of user groups, or are they a reflection of subcultures characterized by distinctive motives for interactive media use? Do members of each user cluster share manners of using interactive media for reflexively defining their affinity spaces, as such influencing their social space and cultural space (Van den Beemt et al., 2010b)? Answers to these questions can be reached by qualitative research, when respondents explain in their own words their preferred ways of participation and the social and cultural functions of interactive media. The clusters found in this study can serve as a framework to this purpose. 94 ! Chapter 4 References Aldenderfer, M. & Blashfield, R. (1984). Cluster Analysis. Sage university papers on Quantitative applications in the social sciences, vol. 44. Beverly Hills: Sage. Arbuckle, J. (2007). Amos 16.0. Chicago: SPSS Inc. Baki, R., Leng, E., Ali, W., Mahmud, R., & Hamzah, M. (2008). The perspective of six Malaysian students on playing video games: Beneficial or detrimental? US-China Education Review, Volume 5, No.11 (Serial No.48) Barron, B. 2006. 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W., and Gee, J.P. (2005). Before every child is left behind: How epistemic games can solve the coming crisis in education (WCER Working Paper No. 2005-7): University of Wisconsin-Madison, Wisconsin Center for Education Research. Http://www.wcer.wisc.edu/publications/workingPapers/Working_Paper_N o_2005_7.pdf. Accessed September 17, 2007. Tabachnick, B.G., & Fidell, L.S. (2007). Using Multivariate Statistics. Fifth Edition. Boston: Pearson Education. Tapscott, D. (1998). Growing up digital: The rise of the net generation. New York: McGraw Hill. Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010a). The use of interactive media among today's youth: results of a survey. Computers in Human Behavior. Vol 26, 1158-1165. DOI: 10.1016/j.chb.2010.03.022 Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010b). Considering young people's motives for interactive media use. Educational Research Review. DOI: 10.1016/j.edurev.2010.06.002 Van den Brink, G. (2007). Moderniteit als opgave. Een antwoord aan relativisme en conservatisme. [Modernity as assignment. A reply to relativism and conservatism] Amsterdam: Sun. Van Someren, M., Barnard, Y., & Sandberg, J. (1994). The Think Aloud Method: A practical guide to modelling cognitive processes. London: Academic Press Weber, S., & Mitchell, C. (2008). Imaging, Keyboarding, and Posting Identities: Young People and New Media Technologies. In: Buckingham, D. (Ed.) (2008). Youth, Identity, And Digital Media (pp. 25-47). Cambridge: The MIT press YouTube (2008). Youtube - Broadcast yourself. Retrieved February 7, 2008, from: http://www.youtube.com 98 ! Chapter 4 Appendix A: Questionnaire This example questionnaire was used at the preparatory higher education level. The answer categories for questions 1 and 3 were adapted for each educational level. Only items that were used in the analyses are presented here. The questionnaire's typesetting and lay-out differed from below. 1. What is your age? Please tick one option: Answer: 12 years, 13 years, 14 years, 15 years, 16 years, 17 years, 18 years 2. Are you a boy or a girl? Please tick one option: Answer: Boy, Girl 3. What class are you in? Please tick one option: Answer: 1, 2, 3, 4, 5, 6 4. How often are you busy with any of the following activities: Please tick one option per row: Answer: Never; Less than 1 time per week; 1 time per week; several times per week; every day Activities: - Searching for something on the Internet - Using e-mail - MSN - Skype - Large pc games (e.g. The Sims or Age of Empires) - Small pc games (e.g. Minesweeper or Cards) - Online games (e.g. World of Warcraft or Runescape) - Games on game-sites (e.g. spelen.nl) - Surfing for fun - Maintaining Hyves - Maintaining a different profile page - Reading the profile page of someone else - Leaving a scrap at the Hyves page of someone else - Watching videos online - Uploading videos to YouTube - Uploading photos to your profile page - Uploading photos somewhere else online (e.g. Flickr) - Looking at photos on a profile page - Looking at photoalbums somewhere else online (e.g. Flickr) - Placing messages on a forum - Maintaining a weblog on your profile page - Maintaining a weblog somewhere else - Reading weblogs on a profile page - Reading weblogs somewhere else - Second Life - Habbo Hotel Patterns of interactive media use among contemporary youth ! 99 - Google Earth - Google Docs - Reading something at Wikipedia - Maintaining a wiki - Reading Myspace pages - Maintaining your Myspace page - Making a podcast - Downloading a podcast - Making music on a pc - Downloading music - Downloading movies - Reading news websites - Playing games on a portable console (e.g. PSP or Nintendo DS) - Playing games on a console (e.g. Playstation, XBox of Wii) - Playing games on your mobile phone 5. How many friends are on your MSN-list? Please tick one option: Answer: 0 to 10; 11 to 25; 25 to 50; 50 to 100; More than 100 6. With how many of these friends do you chat on a regular basis? Please tick one option: Answer: 0 to 10; 11 to 25; 25 to 50; 50 to 100; More than 100 7. At your room, do you have a ... Please tick one option per row: Answer: No; Yes Device: - Pc - Internet connection - Game console (e.g. Playstation, XBox of Wii) 8. How many of the following devices do you have at home: Please tick one option per row: Answer: None; 1; 2; 3; more than 3 Device: - Pc - Laptop - Playstation 3 - Xbox 360 - Wii - A different console (e.g. Playstation 2, Gamecube or N64) - Portable game console (e.g. Nintendo DS, Gameboy or PSP) 9. Do you agree with any of the following statements: Please tick one option per row: Answer: Completely disagree; Disagree; Neither disagree, nor agree; Agree; Completely agree 100 ! Chapter 4 Statements: - I like playing games with others - Sometimes I stay longer on MSN than I want to - I feel unhappy when I can't go on Hyves - I feel unhappy when I can't play games - I feel unhappy when I can't go on MSN - I want to belong to a group - Sometimes I play games longer than I want to - Because I play games, I belong to a special group - I have many non-gaming friends - It is important to be good at games - Children who play games are more fun than others - I prefer the Wii to games where you sit still - I like games because you can pretend things - I like internet and games because you can produce things - When friends play a game, I want to play that game as well - I like games because they give me the chance to experiment - I prefer playing outside / hanging around outside to gaming - I prefer television because you don't have to do anything - I enjoy games that learn me something new 10. How important are the following activities for contacting friends: Please tick one option per row: Answer: Very unimportant; unimportant; neither unimportant, nor important; important; Very important Activities: - MSN of Skype - Hyves (or any other profile site) - Second Life - Habbo Hotel - Mobile phone - Texting - E-mail - A letter via mail - Using a regular telephone - Seeing in person 11. How important are the following activities to show other people what you like: Please tick one option per row: Answer: Very unimportant; unimportant; neither unimportant, nor important; important; Very important Activities: - MSN of Skype - Hyves (or any other profile site) - Second Life - Habbo Hotel - Weblog - YouTube - Flickr Patterns of interactive media use among contemporary youth ! 101 - Responses on a forum - Google Earth - MySpace - Games 12. How important are the following activities to find out about what other people like: Please tick one option per row: Answer: Very unimportant; unimportant; neither unimportant, nor important; important; Very important Activities: - MSN of Skype - Hyves (or any other profile site) - Second Life - Habbo Hotel - Weblog - YouTube - Flickr - Responses on a forum - Google Earth - MySpace 13. What do you use the most for .... Please tick one option per row: Answer: MSN; Skype; Regular phone; Mobile phone; Texting; e-mail; Scrap (at Hyves); Seeing in person; I never do such thing Activities: - Short conversation or chit-chat - Serious conversation - Private conversation - Bullying someone - Congratulating someone - Giving a message to your parents - Making an appointment with friends - Keep in touch with friends that you rarely see - Talking about homework or other school things - Writing something you do not dare to say in person - Breaking up with someone - Asking someone to go out with you 14. Are there any rules at home for playing games or using the Internet? Please tick one option: Answer: No; Yes. 15. Do your parents explain about the use of Internet, for instance security or sharing things? Please tick one option: Answer: No; Yes. 102 ! Chapter 4 CHAPTER FIVE Student characteristics contributing to interactive media use1 ! Abstract This study examines the determinants of young people's interactive media use at three levels: student level, classroom level, and school level. With this approach the study aims to understand the diversity of interactive media practices found in earlier studies. We expected that several factors - including gender, educational level, peers in class and preferences for specific media - would contribute to the intensity of interactive media activities. The sample consisted of 2138 students aged 9-to-23 in education levels ranging from primary education to higher professional education. Multilevel modelling showed that intensity in types of interactive media activities varies as a function of gender, parental guidance, hardware posession and preferences for specific media. An effect of educational level could not be found. The implication is that education should be cautious in applying interactive media as learning tools, because contemporary students show diversity in the kinds of interactive media they prefer using. 1 This chapter has been submitted in adapted form as: Van den Beemt, A., Akkerman, S., Den Brok, P., & Simons, P.R.J. (under revision). Student characteristics contributing to interactive media use. 104 ! Chapter 5 1. Introduction 1.1 Interactive media in an educational context. Contemporary youths use interactive media, consisting of games and Internet applications, intensively and mostly outside school hours (Kutteroff & Behrens, 2008; Schulmeister, 2008). These out-of-school activities, such as playing games with peers or explaining the use of social software to family members, allow for the development of expertise, identity and interest (Barron, 2006). Recently, a growing number of empirical studies show diversity in interactive media use among youths (Eynon, 2010; Ito et al., 2008; Jones, Ramanau, Cross, & Healing, 2009; Kennedy, Judd, Churchward, Gray, & Krause, 2008; Kutteroff & Behrens, 2008), thereby undermining the asserted homogeneity found in earlier publications (Van den Beemt, Akkerman, & Simons, 2010a). Young people's intensive interactive media use has started to induce educators to employ interactive media as learning tools in educational settings (cf. Oblinger & Oblinger, 2005; cf. Prensky, 2006). However, every medium eligible as a learning tool in an educational setting requires consideration about the skills and interests of the students using it. A mismatch between a student's skills and the applied type of interactive media may create problems leading to decreasing learning effectiveness (Boucheix & Schneider, 2009; De Jong, Eysink, & Van Merriënboer, 2010). For instance, because games often require spatial and strategic reasoning skills it is not self-evident that they are a comfortable learning tool for everyone. A number of empirical studies have shown that interactive media can be valuable as learning tools in education (Annetta, 2008, Barab & Dede, 2007; Dunleavy, Dede, & Mitchell, 2009; Sim & Hew, 2010; Squire & Jan, 2007; Wang et al., 2006). However, to be valuable it is necessary that the type of tool fits the educational situation, including the student's domain-knowledge, the educational level, the teachers’ guidance and the assignment complexity (Ainsworth, 2006; De Jong et al., 2010; Eysink et al., 2009). In light of these findings, it is important to learn how to apply the proper type of interactive medium for specific students rather than strive for a one-size-fits-all solution. To be able do so both interactive media use itself and the contribution of student characteristics to this use should be analyzed. In the next section we describe the diversity in interactive media use as found in a previous study (Van den Beemt, Akkerman, & Simons, 2010c). We then describe current insights into the role of student characteristics in interactive media use. We Student characteristics contributing to interactive media use ! 105 also point out some limitations of the current literature, leading us to the research questions that guide the study reported in this paper. 1.2. Diversity in interactive media use In a previous study on young people's use of interactive media and their reflections on these media, we discerned four categories of interactive media activities, each category represented a specific type of activity: interacting, performing, interchanging and authoring (Van den Beemt, Akkerman, & Simons, 2010c). The category interacting consists of traditional internet activities, focused on the consumption and exchange of information, such as e-mail, surfing the web, searching for information and MSN (see also Table 2a for the scale-items). The category 'performing', consists of gaming activities where users play a certain role on a virtual stage. The category 'interchanging' consists of all kinds of social networking activities. The last category, labelled 'authoring' consists of a larger number of activities, all of them comprising some form of interactive content production. One conclusion from our prior research is the expectation that using one certain type of activity will affect the use of other types of activities. This interrelated nature of different media use activities should also be taken into account when analyzing the effects of student, class and school factors on types of interactive media use. 1.3. The role of student characteristics in interactive media use Recently, work has been carried out on interactive media use and factors affecting its use. These studies have primarily looked at the role of gender, age, parental guidance and media preferences in interactive media use. Studies that examined gender as a factor contributing to interactive media use show that gender differences are not very pronounced for interactive media use itself (Hargittai, 2010; Jones et al., 2009; McQuillan & O'Neill, 2009), apart from games, which boys play twice as often as girls (Duimel & De Haan, 2007; Kutteroff & Behrens, 2008; Schulmeister, 2008). Gender differences for web activities show that, despite equal access, men and women show different behaviour. Men are active on websites with more male-oriented information such as sports or cars, and women are active on websites that enable peer communication (Wasserman & RichmondAbbott, 2005). 106 ! Chapter 5 When looking at age as a contributing factor, studies reveal that young people's use of the internet and computers, expressed in both frequency and intensity of use, increases with age. The amount of internet use by 14 to 19 year-olds is twice that compared to 9 to 14 year-olds (Schulmeister, 2008; Kutteroff & Behrens, 2008). Another factor in several previous studies is parental guidance, which was found to contribute to a decrease in the time spent on the internet by young people (Duimel & De Haan, 2007; Kirwil, 2009). However, in the context of homework effort, parental involvement did not contribute to a change in behaviour (Trautwein & Lüdtke, 2009). Today's youths show a preference for basic functionalities, such as text editing, presentation tools or chat applications, especially in relation to learning activities (Jones et al., 2009; Kennedy et al., 2008). A limited preference was found for more complex authoring activities, such as making and uploading videos (Kennedy et al., 2008). Because of the peer influence on interactive media use (Ito et al., 2008) it is relevant to examine the class level effects for opinions about and preferences for interactive media. Studies on group assignments, for instance, show that class characteristics influence the results of these assignments in divergent ways (Kimmel & Volet, 2009). Despite providing some insight into the effects of student characteristics on differences in interactive media use, the empirical studies of these characteristics have several limitations. First, research seems to focus on unique educational levels, rather than taking an overall look across education types (primary, secondary, higher, etc.) (e.g. Jones et al., 2009; Kennedy et al., 2008; Eynon, 2010; Hargittai, 2010). Second, research has previously only focused on one or two background characteristics affecting interactive media use per study. Third, neither the interrelated nature of activities themselves nor the preferences for activities have been elaborately taken into account. Fourth, most (if not all) prior studies did not take into account the multilevel nature of their data collection method and the phenomenon of investigation (e.g. Brühwiler & Blatchford, 2010; Den Brok et al., 2006; Tolmie et al., 2010). Within educational research (as well as in other domains dealing with multilevel contexts) students and classes can be “conceptualized as a hierarchical system of individuals and groups, with individuals and groups defined at separate levels of this hierarchical system” (Maas & Hox, 2002). This means that Student characteristics contributing to interactive media use ! 107 the relationships between social and educational characteristics are “nested sources of variability” (Snijders & Bosker, 1999). While correlations or one-way analyses of variance can provide useful information, they usually overestimate effects found, because they assume random sampling (Den Brok, Bergen, Stahl, & Brekelmans, 2004). When classes are sampled as a whole, the data is hierarchical in nature. Respondents in a class may report more similar activities than expected, such as types of interactive media use, because they share experiences and find themselves in similar contexts (Hox, 1995). 1.4 Research questions Taking into account the four limitations it is important to pursue more profound analyses of interactive media use and its contributing factors. The present study aims to contribute to the existing line of research by combining a range of background factors, preferences and activities into one analysis, with a sample consisting of several education types. The applied analysis method (hierarchical analysis of variance) takes into account the setup of the data collection, which leads to more precise estimations of the effects of different factors on interactive media use. Four main research questions will be addressed, with a multilevel framework as the instrument for data analysis. First, the multilevel nature of the data collection and context that might affect interactive media use leads to the question: to what extent do schools, classes and students contribute to differences in intensity of interactive media use? In line with prior research on interactive media use that investigates the effect of student, class or school background characteristics, a second question was formulated: to what extent do background characteristics of students contribute to the intensity of interactive media use? Because prior research suggests that intra-classroom preferences for types of interactive media activities also contribute to engagement in these activities, a third question was formulated: to what extent are student preferences for interactive media associated with the intensity of interactive media use? Our previous studies (Van den Beemt, Akkerman, & Simons, 2010b, 2010c) showed a diverse image of students' interactive media use. The results showed that students often combine their intensive engagement in one type of activity with a 108 ! Chapter 5 more moderate use of one or more other activities. This diversity in combinations of activities prompted the fourth question: to what extent are the four types of interactive media activities associated with each other? Based on the shared contexts and experiences of students within classes and schools we expect to find meaningful variations in interactive media use across levels and statistically significant correlations for several background characteristics, preferences for interactive media use and related activities across classrooms. In this study, intensity of types of interactive media activities will be viewed as related to student level, class level and school level variables. The types of activities resulting from our earlier work, as discussed in the previous section, will be the starting point for the analyses presented in this paper. This classification of activities was based on the use of interactive media applications at the time of the data collection2. It is hoped that the findings with respect to the research questions can be used to apply interactive media as adaptive scaffolds (Azevedo, 2005) to improve learning effects and to optimize learning. 2. Method 2.1 Sample and procedure The study sample consisted of 2138 Dutch students (122 classes from 24 schools in 6 regions in the Netherlands), in educational levels ranging from primary education to higher professional education (see Table 1 for an overview of participants)3. The study sample was not drawn randomly but conveniently sampled: schools participated voluntarily, most often with complete classes of respondents, which were all included in the analyses. The participating higher education institutes have a curriculum focused on technology, which attracts more male students. As a consequence the boy-girl ratio in our sample is skewed. 2 It is important to note that applications come and go at a relatively high pace. For instance, non-scientific sources show that, at the time of data gathering, Hyves was the most popular social networking site in the Netherlands, while Facebook was hardly used. Almost a year later, Hyves is still used intensively, however, it appears that many users have switched to Facebook (Comscore, 2010). Because of this rather short product-life-cycle of applications it appears better to see what type of media use these applications represent. These types of media use relate more closely to preferences for types of information and communication. 3 The same data set was used by Author (2009, 2010b); in that study, however, cluster analysis was used to describe diversity in interactive media use among Dutch youths. Student characteristics contributing to interactive media use ! 109 Table 1: Sample characteristics Percentage (Frequency) Student Gender - Male - Female Class School 51.2 (1095) 48.8 (1043) Education level primary education vocational level - vmbo - vmbo-t - mbo preparatory higher education level - havo - vwo higher professional education 29.9 ( 640) 23.2 ( 496) 2.2 ( 47) 13.4 ( 287) 7.6 ( 162) 31.8 ( 679) 11.6 ( 249) 20.1 ( 430) 15.1 ( 323) Denomination of the school - Christian/Protestant - Evangelic - Catholic - Other 22.7 ( 486) 00.3 ( 7) 31.3 ( 670) 45.6 ( 975) Location - City - Village 75.5 (1615) 24.5 ( 523) Total 100 (2138) Respondents (students) were asked to complete an on-line survey. The online survey consisted of 25 questions addressing actual use of interactive media applications, opinions about the use of specific media and preferred media for contacting others (see instrumentation). Each item referred to one of all the interactive media used in the Netherlands at the time of inquiry (between October 2008 and February 2009). Answer categories followed a 5-point Likert scale ranging from 'never' (1) to 'every day' (5) for activities and 'totally disagree' (1) to 'totally agree' (5) for opinions. 3.2 Instrumentation 3.2.1 Background variables (student level variables) The background variables consisted of questions regarding gender, age and parental guidance. Furthermore, possession of hardware was measured by 11 items (e.g. the number of desktop computers or game consoles at home and in the respondent's own room). Internal consistency for these items was satisfactory, Cronbach's ! = 0.63. 110 ! Chapter 5 3.2.2 Preferences (student level variables) Opinions about types of interactive media were indicated by the opinion-indicators importance of gaming, gaming benefits and importance of networking. These three indicators are the result of factor analysis on 19 items performed earlier (Van den Beemt, Akkerman, & Simons, 2010b); example items were "I like to play games together with others" and "I feel unhappy when I cannot be on MSN" (see also Table 2b for scale items). Preferences for specific interactive media applications were measured by three constructs: the preference for using an application to contact friends (10 items, Cronbach's ! = 0.78), the preference for using an application to show others what you think is interesting (11 items, Cronbach's ! = 0.77) and the preference for using an application to find out about others (10 items, Cronbach's ! = 0.80). 3.2.3 Other variables Participants’ level of education was measured as class level variable. For comprehension outside of the Dutch context, four levels were distinguished: primary education, vocational level, preparatory higher education and higher professional education (see also Eurydice, 2009). School level variables measured were denomination (Christian/Protestant, Evangelic, Catholic and Other) and location (city or village). Table 2a: Scales of items for activities interacting interchanging performing authoring Maintaining weblog Uploading photos Reading weblog Looking at photos Maintaining profile Placing message on forum Search Surfing the web E-mail Downloading music Reading news sites Downloading films Maintaining Hyves profile Leaving a scrap Looking at profile pages Looking at Hyves photos Uploading photo to Hyves Reading weblog at Hyves Casual online games Portable games Console games Large PC games Online games Small PC games MSN Reading Wikipedia Watching videos Maint. weblog at Hyves Mobile games Student characteristics contributing to interactive media use ! 111 Table 2b Scales of items for opinions gaming gaming benefits networking Longer games Gamers group Important gaming Gaming together Unhappy no games Like gamers better Production Experimentation Pretending Join gaming friends Learning Unhappy no MSN Unhappy no Hyves Longer MSN Non-gaming friends Opinion code Opinion - full description 1. Gaming together 2. Longer MSN 3. Unhappy no Hyves 4. Unhappy no games 5. Unhappy no MSN 7. Longer games 8. Gamers group 9. Non-gaming friends 10. Important gaming 11. Like gamers better 13. Pretending 14. Production 15. Join gaming friends 16. Experimentation 19. Learning I like playing games with others Sometimes I stay longer on MSN than I want to I feel unhappy when I can't go on Hyves I feel unhappy when I can't play games I feel unhappy when I can't go on MSN Sometimes I play games longer than I want to Because I play games, I belong to a special group I have many non-gaming friends It is important to be good at games Children who play games are more fun than others I like games because you can pretend things I like internet and games because you can produce things When friends play a game, I want to play that game as well I like games because they give me the chance to experiment I enjoy games that learn me something new Answers on 5-point Likert scale: 1 = completely disagree, 5 = completely agree. 3.3 Analysis The four types of activities (interacting, performing, interchanging and authoring) found earlier, were taken as dependent variables. Additional cluster analysis on the items aggregated into performing, showed a meaningful division in hardcore gaming (PC games, online games, portable console, console games) and casual gaming (small PC games, game sites, mobile games). Multilevel models were thus constructed separately for the dependent variables interacting, interchanging, authoring, hardcore gaming and casual gaming. Multilevel models consisted of three levels: school, class and student. First, an empty model was tested to obtain raw percentages of variance at these three levels (research question 1). Next, background factors on all levels were explored (research question 2). Variables tested in the model were students’ gender, age, possession of specific hardware and parental guidance. Gender and parental guidance were indicated by dummy variables (0 = boy; 0 = no parental guidance), while age was measured in years. Level of education was measured as class variable with three dummy variables corresponding to four levels (see Table 1). Primary education was used as a baseline in the analysis. Also, the school level variables denomination and location (city/village) were included. This exploration resulted in an optimal 112 ! Chapter 5 background model for all activity clusters containing only statistically significant background variables. To answer the third research question a model was tested in which the effect of preferences were included (preference model). Subsequently an opinions model, which contained all separate opinion items as variables, was tested in order to add more nuances to the preference model results. Finally, to answer the fourth research question, the correlations between activity clusters were explored (activities model). Only variables with significant effects were retained in the analysis. In order to examine the relationship between variables of the background and preference models, a total model containing all variables was tested as well. Effect sizes were computed by means of standardized coefficients (cf. Snijders & Bosker, 1999) for all models. Results of unexplained variance at student level, class level and school level, as well as of variance explained by all the significant variables combined, were computed as percentages of the total variance in the empty model. Percentages of variance are reported in tables. Furthermore, the model-fit is reported by means of log-likelihood score. Finally, the mutual improvement of models is visualized in tables by means of differences in log-likelihood regarding degrees of freedom. 3. Results 3.1 Descriptive results With means ranging from 1.56 to 3.12, the empty models indicated that students engaged in diverse levels of intensity of interactive media use, and that there was considerable variation across the four types of interactive media (interacting, interchanging, performing and authoring). As the coefficients of the empty models showed, our sample was least active, on average, with authoring and most active with interacting. 3.2 Variance at different levels (research question 1) Our first question concerned variation in interactive media activities within and across classrooms and schools. The shared variance of student responses can be calculated by means of the intra-class correlation coefficient ICC for each of the dependent variables (Snijders & Bosker, 1999). The higher the ICC the more similar the intensity of a specific type of interactive media use for students in the same classes, and the more different this intensity for students in different classes. Results Student characteristics contributing to interactive media use ! 113 are presented in Table 3. ICCs for the types of interactive media activities ranged from .074 for authoring to .421 for interacting. As can be seen from Tables 4 to 8, the empty models for the types of activities show that class level variance ranged between 1.2% and 3.5%. After adding background variables, unexplained variance ranged between 1.4% for authoring and 2.1% for interchanging. After adding preference variables to the empty models unexplained variance on class level for all activities was below 2.5%. The combination of background variables and preference variables, as presented in the total models, left an unexplained variance below 1% for all activities. Table 3: Intra-class Correlations for Interactive media activities Variable ICC Interacting Interchanging Performing1: hardcore gaming Performing2: casual gaming Authoring .421 .120 .236 .077 .074 ICC = intra-class correlation. School level variance for interacting was rather large (39.1%) as the empty models show. This amount was lowest for casual gaming and interchanging (5.7% vs. 8.6%). These differences in variance distribution between the activities changed after adding background variables, which left 2.0% of the unexplained variance at the school level for interacting and authoring, 1.6% for interchanging and around 1.0% for hardcore and casual gaming. Thus after correction for background variables, differences between schools were two times as large for interacting and authoring as for hardcore and casual gaming. After adding the preference variables to the empty models, variance distribution between the activities changed in different directions, which left 30.8% of the unexplained variance at the school level for interacting, and less than 1% for casual gaming. After correction for preference variables, differences between schools were smallest for interchanging and casual gaming (1.5% vs. 0.0%) and largest for interacting and hardcore gaming (30.8% vs. 8.5%). The unexplained variances at school level of background and preference variables combined were below 1.2% for all activities. 114 ! Chapter 5 3.3 Background factors contributing to the intensity of types of interactive media activities (research question 2) In order to answer our second question the patterns of significant background variables related to interactive media use will be discussed. Background factors explained the variance for especially interacting (44.8%) and hardcore gaming (46.6%). This means that background factors and possession of specific hardware contributed to the intensity of the type of media use. Parental guidance had a small significant negative effect on the intensity of interchanging (es = -.046) and casual gaming (es = -.050). The possession of a console or a PC in a student's room contributed to a student's intensity in especially hardcore gaming (es = .169 for console), casual gaming (es = .91 for console and es = .94 for PC) and authoring (es = .077 for console and es = .072 for PC). Age and gender contributed strongly to differences in intensity for all types of activities. Girls appeared to be more active with interchanging (es = -.275), while gender contributed most strongly to hardcore gaming (es = .295). All educational levels correlated significantly with the intensity of interacting compared to the primary education level, with effects ranging from es = .233 for the vocational level to es = .277 for the preparatory higher education level. For interchanging, the vocational level (es = .186) and preparatory higher education level (es = .114) contributed significantly, while the vocational level (es = .097) and the higher professional education level (es = .105) contributed significantly to authoring. The vocational level and preparatory higher education level contributed significantly to a decrease in hardcore gaming (es = -0.133 vs. es = -0.151), while the preparatory higher education level also contributed significantly to a decrease in casual gaming (es = -0.134). 3.4 Preferences contributing to the intensity of interactive media use (research question 3) For our third question, student preferences for interactive media were examined. Patterns of significant opinions and preferences will be discussed for the four types of interactive media use, based on the preference model. Preferences for specific interactive media contributed highly to the use of these media. For instance, thinking positively about Hyves affected interchanging in a positive way. The strongest negative correlations could be found in the association between a) interchanging and the opinion indicator for gaming and b) hardcore gaming and the opinion indicator Student characteristics contributing to interactive media use ! 115 for interchanging. When all opinion items were analyzed separately, the strongest correlation could be found for the opinion "I like to play games together" associated with hardcore gaming (Table 9). The strongest negative correlation could be found between "I feel unhappy when I can't play games" and interchanging. 3.5 Associations between types of interactive media use (research question 4) The fourth question examined the level of association between the four types of interactive media activities. Following existing educational research literature, we expected that intra-class influence could be found for types of activities. Interacting was strongly associated with all other activities. However, the strongest effect could be found for interchanging. Interchanging was also negatively associated with hardcore gaming, which resembled the contribution of gaming opinions to interchanging. Authoring contributed positively to the intensity of all other types of activities, most notably to interacting and interchanging. Hardcore gaming and casual gaming were strongly associated with each other, which explained the combination of these two activities as a result from the cluster analysis (Van den Beemt, Akkerman, & Simons, 2010c). 4. Conclusion and discussion This study focuses on the contribution of student, class and school characteristics to the intensity of interactive media use. With this focus the present study aims to understand the diversity of interactive media practices that are found in earlier studies. The results of multilevel analysis on data gathered from 2138 students aged 9 to 23, show that student characteristics and preferences for interactive media contribute in diverging ways to the intensity of types of interactive media activities. With respect to the extent to which schools, classes and students contribute to differences in intensity of interactive media use our results indicate that the school level shows more variance in contributing factors to types of interactive media activities than class level. This means that schools seem to have a larger impact on the use of types of interactive media than classes. -- -- --- -- Student Empty model Coefficient 3.115 (.109) Age Gender Own mobile Nr of PC's at home Nr of laptops at home Nr of XBox at home Nr of Wii at home Nr of other consoles Nr of port consoles home Internet at room PC at room Console at room Parents explain Importance gaming Gaming benefits Importance networking Chat for contact friends Hyves for contact friends SL for contact friends E-mail for contact friends Letter for contact friends Mobile for contact friends Phone for contact friends Real life contact friends Show identity MSN Show identity Hyves Show identity SL Constant (mean) Variable .082 .137 .127 .042 -.042 .135 .148 .133 -.153 .057 -.044 .080 Total model Effect -0.211 (.139) .036 .135 Activities Effect 1.721 (.121) .218 .126 .053 .055 .032 Preference Effect 1.323 (.112) .155 .062 .148 .073 .053 Background Effect 1.124 (.166) Table 4: Multilevel analysis on Interacting Regression Coefficients, Effect Sizes and Variance Components (α = .005) 116 ! Chapter 5 Student Class School Explained (%) Variance -2 * log(like) Difference log vocational ed prephigher ed higher ed Class -- -- Empty model Coefficient 4314.4 - 57.9 03.0 39.1 - Show identity weblog Show identity YouTube Show identity Flickr Show identity forum Show identity Google earth Show identity Myspace Show identity games Find identity MSN Find identity Hyves Find identity YouTube Find identity Google earth Interacting Performing 1 Performing 2 Interchanging Authoring Variable 3919.6 394.8 51.3 01.6 02.4 44.8 .233 .277 .264 Background Effect 2967.6 1346.8 33.6 02.5 30.8 33.2 -.194 .069 .262 .099 3362.5 951.9 38.7 03.0 41.9 16.4 -.194 .092 .244 .167 2774.6 1539.8 31.4 00.9 01.2 66.4 .156 .248 .193 -.168 .069 .278 .095 -.072 .053 -.083 .050 Total model Effect .123 Activities Effect .120 Preference Effect Table 4 (cont’d): Multilevel analysis on Interacting Regression Coefficients, Effect Sizes and Variance Components Student characteristics contributing to interactive media use ! 117 -- -- --- -- Student Empty model Coefficient 2.525 (.076) Age Gender Own mobile Nr of PC's at home Nr of laptops at home Nr of XBox at home Nr of Wii at home Nr of other consoles Nr of port consoles home Internet at room PC at room Console at room Parents explain Importance gaming Gaming benefits Importance networking Chat for contact friends Hyves for contact friends SL for contact friends E-mail for contact friends Letter for contact friends Mobile for contact friends Phone for contact friends Real life contact friends Show identity MSN Show identity Hyves Show identity SL Constant (mean) Variable .079 -.046 .050 .065 -.046 -.181 -.275 .276 Background Effect 2.348 (.257) -.053 .270 .042 -.108 -.032 .155 -.071 .375 -.038 -.083 Preference Effect 0.258 (.087) Activities Effect 0.625 (.033) -.070 .264 -.079 .141 -.067 .347 -.084 .040 -.156 -.108 .105 Total model Effect 0.707 (.144) Table 5: Multilevel analysis on Interchanging Regression Coefficients, Effect Sizes and Variance Components (α = .005) 118 ! Chapter 5 Student Class School Explained (%) Variance -2 * log(like) Difference log vocational ed prephigher ed higher ed Class -- -- Empty model Coefficient 6370.2 - 88.0 03.5 08.6 - Show identity weblog Show identity YouTube Show identity Flickr Show identity forum Show identity Google earth Show identity Myspace Show identity games Find identity MSN Find identity Hyves Find identity YouTube Find identity Google earth Interacting Performing 1 Performing 2 Interchanging Authoring Variable 5880.1 490.1 75.3 02.1 01.6 21.0 .186 .114 .113* Background Effect 3471.7 2898.4 28.1 00.9 01.5 69.5 .191 .025* .000* -.240 .051 -.045 -.040 -.076 Preference Effect 5331.5 1038.7 62.2 03.1 07.7 27.0 .371 -.187 -.006* -.352 Activities Effect 3365.5 3004.7 27.3 00.5 00.0 72.3 .019* .000* -.004* .227 .225 .021* -.016* .061 -.068 -.077 Total model Effect Table 5 (cont’d): Multilevel analysis on Interchanging Regression Coefficients, Effect Sizes and Variance Components Student characteristics contributing to interactive media use ! 119 -- -- --- -- Student Empty model Coefficient 2.426 (.097) Age Gender Own mobile Nr of PC's at home Nr of laptops at home Nr of XBox at home Nr of Wii at home Nr of other consoles Nr of port consoles home Internet at room PC at room Console at room Parents explain Importance gaming Gaming benefits Importance networking Chat for contact friends Hyves for contact friends SL for contact friends E-mail for contact friends Letter for contact friends Mobile for contact friends Phone for contact friends Real life contact friends Show identity MSN Show identity Hyves Show identity SL Constant (mean) Variable -.038 -.034 -.047 -.061 -.061 .037 -.050 -.045 .169 .056 -.075 .082 .169 .219 .075 -.107 .111 .049 .151 .041 Total model Effect .438 (.152) .100 .078 .217 .085 Activities Effect .615 (.120) -.117 .099 Preference Effect .386 (.105) -.200 .295 Background Effect 2.031 (.187) Table 6: Multilevel analysis on Performing1 Regression Coefficients, Effect Sizes and Variance Components (α = .005) 120 ! Chapter 5 Student Class School Explained (%) Variance -2 * log(like) Difference log vocational ed prephigher ed higher ed Class -- -- Empty model Coefficient 5718.5 - 76.4 03.5 20.2 - Show identity weblog Show identity YouTube Show identity Flickr Show identity forum Show identity Google earth Show identity Myspace Show identity games Find identity MSN Find identity Hyves Find identity YouTube Find identity Google earth Interacting Performing 1 Performing 2 Interchanging Authoring Variable 4641.5 1077.0 50.4 01.8 01.2 46.6 -.133 -.151 -.042* Background Effect 3596.8 2121.7 35.8 00.5 08.5 55.2 4425.5 1293.0 47.9 00.8 18.8 32.5 3098.4 2620.1 29.2 00.1 00.5 70.3 -.104 -.141 -.088 .133 -.318 .036* .037 .231 -.480 -.150 .070 -.039 .170 -.332 .039* .036 Total model Effect .139 Activities Effect .205 Preference Effect Table 6 (cont’d): Multilevel analysis on Performing1 Regression Coefficients, Effect Sizes and Variance Components Student characteristics contributing to interactive media use ! 121 -- -- --- -- Student Empty model Coefficient 1.902 (.046) Age Gender Own mobile Nr of PC's at home Nr of laptops at home Nr of XBox at home Nr of Wii at home Nr of other consoles Nr of port consoles home Internet at room PC at room Console at room Parents explain Importance gaming Gaming benefits Importance networking Chat for contact friends Hyves for contact friends SL for contact friends E-mail for contact friends Letter for contact friends Mobile for contact friends Phone for contact friends Real life contact friends Show identity MSN Show identity Hyves Show identity SL Constant (mean) Variable -.053 .047 -.045 -.063 .094 .091 -.050 .087 -.066 Total model Effect .356 (.093) .098 Activities Effect .338 (.063) -.083 .066 Preference Effect .378 (.085) -.147 .140 .081 .054 Background Effect 1.840 (.189) Table 7: Multilevel analysis on Performing2 Regression Coefficients, Effect Sizes and Variance Components (α = .005) 122 ! Chapter 5 Student Class School Explained (%) Varian -2 * log(like) Difference log vocational ed prephigher ed higher ed Class -- -- Empty model Coefficient 5055.6 - 92.3 01.9 05.7 - Show identity weblog Show identity YouTube Show identity Flickr Show identity forum Show identity Google earth Show identity Myspace Show identity games Find identity MSN Find identity Hyves Find identity YouTube Find identity Google earth Interacting Performing 1 Performing 2 Interchanging Authoring Variable 4788.8 266.8 84.8 01.8 01.0 12.4 -.104* -.134 -.050* Background Effect 3636.7 1418.9 57.7 00.0 00.1 42.2 .088 .533 -.008* .054 .050 Preference Effect .048 3815.1 1240.5 59.7 00.0 00.1 40.1 .107 .423 -.000* .071 Activities Effect 3609.4 1446.2 57.1 00.0 00.0 42.9 -.055 -.070 -.089 .141 .575 --.018* .062 Total model Effect Table 7 (cont’d): Multilevel analysis on Performing2 Regression Coefficients, Effect Sizes and Variance Components Student characteristics contributing to interactive media use ! 123 -- -- --- -- Student Empty model Coefficient 1.561 (.040) Age Gender Own mobile Nr of PC's at home Nr of laptops at home Nr of XBox at home Nr of Wii at home Nr of other consoles Nr of port consoles home Internet at room PC at room Console at room Parents explain Importance gaming Gaming benefits Importance networking Chat for contact friends Hyves for contact friends SL for contact friends E-mail for contact friends Letter for contact friends Mobile for contact friends Phone for contact friends Real life contact friends Show identity MSN Show identity Hyves Show identity SL Constant (mean) Variable .072 .077 .081 -.077 .073 Background Effect 1.180 (.073) -.096 -.100 -.088 -.090 -.050 -.053 .081 -.067 Total model Effect .210 (.077) -.090 .084 .054 Activities Effect .098 (.066) .066 .061 -.109 .080 .056 Preference Effect .093 (.073) Table 8: Multilevel analysis on Authoring Regression Coefficients, Effect Sizes and Variance Components (α = .005) 124 ! Chapter 5 Student Class School Explained (%) Variance -2 * log(like) Difference log vocational ed prephigher ed higher ed Class -- -- Empty model Coefficient 4320.9 - 92.6 01.2 06.2 - Show identity weblog Show identity YouTube Show identity Flickr Show identity forum Show identity Google earth Show identity Myspace Show identity games Find identity MSN Find identity Hyves Find identity YouTube Find identity Google earth Interacting Performing 1 Performing 2 Interchanging Authoring Variable 4170.2 150.7 89.3 01.4 02.0 07.2 .097 .003* .105 Background Effect 2965.6 1355.3 57.2 00.4 02.5 39.9 .150 .056 .058 .480 -- -.099 .211 -.044 .043 Preference Effect .095 .077 3388.6 932.3 65.5 01.2 02.7 30.6 .259 .094 .075 .361 -- Activities Effect 2971.9 1349.0 57.6 00.2 01.2 40.9 .038* -.059* .047* .182 .046* .058 .483 -- -.091 .221 -.047 Total model Effect .105 .070 Table 8 (cont’d): Multilevel analysis on Authoring Regression Coefficients, Effect Sizes and Variance Components Student characteristics contributing to interactive media use ! 125 -2 * log(like) Difference log Student Class School Explained Variance 3811.4 503.0 47.8 02.5 31.2 18.5 Gaming together .149 Longer MSN .143 Longer games Unhappy no Hyves Unhappy no games -.058 Unhappy no MSN .167 Non-gaming friends Important gaming .059 Like gamers better Action prefer Wii Action production .049 Action Experimentation .045 Action learning Playing outside Watching TV Interacting Effect 2.199 (.108) Student Constant (mean) Variable 5347.5 1022.7 61.2 01.7 02.9 34.3 -.047 .044 -.061 .088 .050 .205 -.044 .279 -.123 .154 .092 Interchanging Effect 1.224 (.114) .090 .075 .094 -.044 -.047 -.043 .149 .090 .067 -.066 -.056 4569.8 1148.7 48.3 01.0 11.4 40.3 4425.4 630.2 74.9 00.7 02.0 22.3 .114 .106 .109 .116 .061 .121 Performing2 Effect 1.090 (.083) .278 Performing1 Effect 1.262 (.109) 3921.7 399.2 81.6 00.6 04.7 10.3 -.057 .092 .166 .104 .063 .166 Authoring Effect 0.942 (.064) Table 9: Multilevel analysis on Opinions - Regression Coefficients, Effect Sizes and Variance Components (*= ns at α = .005) 126 ! Chapter 5 Student characteristics contributing to interactive media use ! 127 A possible explanation for this between school variance can be found in a combination of factors. First, the Dutch educational system, where each level, often represented by specific schools (e.g. schools for vocational education or lycea), is distinctively characterized by both method and culture. Each level attracts specific types of students (see also Eurydice, 2009). Second, research shows interactive media use as an out of school activity (Eynon, 2010; Greenhow & Robelia, 2009; Ito et al., 2008). Because interactive media is an out of school activity, the influence of peers in choosing specific interactive media is effective on school level instead of on class level. However, this school level influence contrasts with effectiveness research that shows class as a more important contributing factor (Townsend, 2007). These contrasting results between effectiveness research and interactive media research in turn, could mean that teachers within schools use similar approaches to interactive media. In response to the second research question, our results show that background factors contribute to the intensity of specific interactive media activities. Gender contributes a strong effect to interchanging (girls) and hardcore gaming (boys). Possession of hardware in the student's own room, especially PCs and gameconsoles, contributes positively to the intensity of interactive media use. Furthermore, parental guidance correlates with a small but significant negative effect to the intensity of browsing, interchanging and casual gaming. Finally, the level of education as a background factor appears to contribute little or no effect on the types of interactive media activities, apart from authoring. Generally, students from all educational levels are active with interacting, however, preparatory higher education level students show the highest intensity. A similar effect can be seen for interchanging: students from the vocational level are a little more intensively active at interchanging compared to other levels. The vocational levels contribute significantly to the intensity of authoring. Primary education students appear to be most active with both kinds of gaming compared to other levels. The preparatory higher education level contributes least to both hardcore gaming and casual gaming. Taken together, for gaming these results indicate that the intensity does not increase with age or educational level. Our results do not confirm existing research because this most often focuses on a single cohort or educational level without applying multilevel analysis. 128 ! Chapter 5 With respect to our third question, the preferences for specific interactive media explain a large portion of the variance at both class and school level. Preferences for specific interactive media activities contribute strongly to the intensity of these activities. These results are in line with findings that the increased use of cultural objects is affected by the image people have about these objects (Jansen-Verbeke & Ashworth, 1990). The answer to the fourth research question confirms the patterns of related interactive media activities found in our previous study (Van den Beemt, Akkerman, & Simons, 2010b). The strong relation between interacting and all other types of activities shows the widespread use of the traditional interactive media applications among all user groups. Furthermore, the negative relationship between interchanging and hardcore gaming resembles the distinction between friendship driven and interest driven participation found by Ito and colleagues (2008). Given the findings, the implications for applying interactive media as learning tools adapted to students points in the direction of a necessary, well considered analysis of student characteristics and preferences. For instance, the possession of specific hardware at home provides a possibility for experience, but is also a prerequisite for school assignments. This means, for example, that educators should adapt their assignments to the hardware available at home. The strong association between gender, age and educational level and the different types of activities leads to the general conclusion that educators should choose specific learning tools that are tailored to students' expertise and interest, developed by their interactive media activities. For instance, the low engagement in interacting of the youngest age groups in our sample could imply that media literacy should be part of the curriculum in primary education. However, this result could also imply that traditional interactive media applications should not be used as learning tools for younger students. The same kind of conclusion can be reached for social software. Social software can be used in classes predominantly composed of girls. Yet, conversely one can argue that these media can also be applied deliberately to engage boys in more peer-directed forms of participation (Ito et al., 2008). Finally, casual gaming appears to be a relatively solitary activity, in which a widespread group of respondents report to participate. This could mean a possible use of small games as learning tools. Student characteristics contributing to interactive media use ! 129 The strong relationship between interacting and all other types of activities suggests that the use of the traditional interactive media in educational contexts is unproblematic. All other activities should be addresses and combined with care, especially social software and extended games. Our results indicate that interactive media use slightly decreases when parents inform their children about these media and when the hardware is located in a common room. The contribution of factors such as parental guidance or preferences to the intensity of interactive media activities shows that interactive media use is not static and can be influenced by contexts and opportunities offered to students. Yet, because the effects of these factors are not always large, the influence of others on interactive media use appears to be limited. For instance, the relationship between opinions and interactive media use is mainly explained at the classroom level. A small query regarding students' opinions about interactive media would make clear which types of media are popular within a class. Still, this result could also indicate the possibility of influencing the opinions of students in order to intensify the use of specific types of interactive media. Of course, educators should bear in mind the contribution of age, gender and educational level to types of interactive media use in this situation. Because the contributing effects of the relationships between preferences and parental guidance and interactive media use are still unclear more research focusing on this is needed. The results of this study confirm the diversity in interactive media use among contemporary youths as found in existing research (Ito et al., 2008; Jones et al., 2009; Kennedy et al., 2008; Kutteroff & Behrens, 2008). Our study brings more nuances to this existing research by describing factors contributing to this diversity and by proposing implications for education. Because our current sample was not drawn randomly some results indicate a need for further research with supplementary analysis. For instance, our results show that primary education has a relatively large contribution to gaming, which is strange given the complexity of many games that require cognitive efforts. It could be that this finding is caused by the fact that many ICT-based exercises are disguised under a playful interface and therefore might be perceived as 'games' by primary education students. Furthermore, we did not include a school assignment factor in the questionnaire. This means that we cannot analyze how a preference for types of interactive media in a leisure context translates to preferences in a school assignment 130 ! Chapter 5 context. Finally, with factor analysis results as a starting point, we assumed variables had an effect on the intensity of interactive media use. Because, this current study was explorative in nature we did not include causal model analysis. Future research should lead to the development of these kinds of models. Although the engagement in authoring is relatively small, conducting further research on this activity is worthwhile, investigating, for example, the contribution of ICT skills or engagement in online communities. Furthermore, future research could make use of interventions to see whether the suggested implications can be realized in educational context (see for example Barab & Dede, 2007). This study shows important associations between student characteristics and types of interactive media activities. It explains over 50% of the class level variance for the four types of activities, and over 25% of the school level variance for these types of activities. 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Patterns of interactive media use among contemporary youth. Journal of Computer Assisted Learning. DOI: 10.1111/j.13652729.2010.00384.x Wang, K., Wang, T., Wang, W. & Huangz, S. (2006) Learning styles and formative assessment strategy: enhancing student achievement in web-based learning. Journal of Computer Assisted Learning, 22, 207-217. Wasserman, I. & Richmond-Abbott, M., (2005) Gender and the internet: Causes of variation in access, level, and scope of use. Social Science Quarterly, 86(1). 134 ! Chapter 5 CHAPTER SIX Pathways in interactive media practices among youths1 ! Abstract This qualitative study examines how 11 Dutch students aged 14 and 15 develop interest in specific types of interactive media practices and how they perceive these practices in relation to others. The methods included semi-structured interviewing, autodriving visual elicitation and photo elicitation using moodboards. Our results show the importance of peers for the emergence of interest to learn about specific applications. We found that the learning process of our respondents consists of searching and trying out by yourself, or asking peers in real life or via MSN. Furthermore, although our respondents did not strongly typify their own interactive media practices, they gave distinctive descriptions of tools, identities and practices for other kinds of interactive media users. Although some respondents think positively of interactive media in an educational context, all students want these media combined with projects and explanation by teachers. Building on earlier research on diversity in interactive media practices among contemporary youth, this paper provides a contextualised understanding of both the emergence of these practices and possible implications for education. 1 This chapter has been accepted as: Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010). Pathways in interactive media practices among young people. Journal of Computer Assisted Learning. 136 ! Chapter 6 1. Introduction 1.1 Learning and interactive media practices Contemporary youth moves in a range of physical and virtual spaces. These movements involve connections and actions in relation to others, which in turn bring forward opportunities to learn (Wenger 1998). Our present day society knows a wider range of possible spaces where people can engage in connections and actions, compared to earlier times (Van den Brink 2007). Consequently, the contexts for teaching and all types of learning have become increasingly complex (Greenhow and Robelia 2009). Barron (2006) speaks in this respect of a 'learning ecology', which helps to conceptualize the development of expertise and experiences across the spaces of home, school, work, and community (Greenhow and Robelia 2009). In this learning ecology, young people engage in activities, such as playing games, maintaining a webpage or explaining the use of social software to peers, mostly outside school hours (Kutteroff and Behrens 2009; Schulmeister 2008). These out-of-school activities allow for the development of expertise, while simultaneously supporting the development of identity and interest (Barron 2006). In addition to this out-of-school use, several studies show diversity in the use of Internet applications and games among youth (Eynon, 2010; Ito et al., 2008; Jones et al. 2009). In this paper Internet applications and games are combined under the label 'interactive media'. 'Interactive' in this definition refers to the technology being responsive to the user's actions. However, as soon as the use and context of interactive media are being examined, an ambiguity in terminology can arise. After all, the behaviour and communication of humans is often refered to as 'social interaction' (cf. Schütz, 1964). Furthermore, Interactive media are often used as tools in social interaction (cf. Preece, Rogers and Sharp 2002). We attempted to avoid ambiguity in this paper by describing the components of social interaction and restricting the use of 'interactive' to references to technology. To understand the nature of young people's diversity in interactive media use, it is valuable to investigate the relation between this diversity and the development of expertise, identity and interest. In this investigation it is important to look at a) the origins of diversity by examining events that trigger people to start using types of interactive media, and the resulting shared repertoire of experiences, stories, tools, and ways of addressing recurring problems, also known as practice (Wenger 1998) and b) the development of identities, which result from comparing Pathways in interactive media practices among youths ! 137 one's own practices to others (Gurevitch, 1988). Hence, two questions are central to this paper: (1) What caused the respondents' interest to engage in interactive media practices? (2) How do respondents perceive their own interactive media practice in relation to others? Wenger (1998) argues that the essence of practices can be found in the stories that users tell about a system. Therefore we use stories of interactive media use told by students to answer our research questions. Answering these questions contributes to an understanding of the relation between out-of-school interactive media use and education. Because this relation is important for educators who want to apply interactive media as learning tools, the respondents' perception of interactive media use in the context of school will be examined as well. However, it is important to note that the employment of interactive media as learning tools is only one of the implications that can be drawn from the intensive use of these media by youths. 1.2 Emergence of interest for interactive media practices Our first research question will be answered by respondents' accounts of the emergence of interest and subsequent interactive media practices. These accounts extend previous research that shows diversity in young people's use of interactive media and in their reflections on these media (Van den Beemt, Akkerman, & Simons, 2010b). In that study we discerned four groups of interactive media users. There is a group of relatively low-end technology users, that mainly engage in the traditional Internet activities focused on consumption and exchange of information, such as sending e-mail, surfing the web or searching for information. We labelled this group Traditionalists. There is a small group of high-end technology users, which we labelled Producers, that makes relatively intensive use of all possible types of interactive media, notably complex content production tools. Furthermore, two groups of intermediate technology users are defined by mid-level technology use. One group, labelled Gamers, shows and emphasis on playing games, and the other, labelled Networkers, shows an emphasis on using all kinds of social software. The Networkers and Producers are relatively intensive users of the more traditional interactive media as well. This categorisation has additional value to results from 138 ! Chapter 6 other studies, because we included both Internet and gaming applications in our analysis (see Schulmeister, 2008 for an overview of studies). The use of specific interactive media applications starts with an 'emergence of interest' (Barron 2006), which, as Barron argues, can best be studied by examining pathways of participation. These pathways refer to the development of specific kinds of practices. Consequently, examining these pathways should provide an account of the kinds of events, activities and processes that spark interest in learning to use interactive media applications. Tracing the origins of diversity in interactive media practices is valuable for educators because it will contribute to an understanding of the development of skills and preferences for these practices among students. 1.3 Perception of interactive media practices in relation to others In relation to the second research question, we discuss theoretical notions that can guide the examination of students' perceptions of their own interactive media practice in relation to others. The actual use of interactive media, which is ignited by a spark of interest, makes it possible to see students as peripheral participants (Lavé and Wenger 1991). They become peripheral participants of a network of interactive media users, which especially counts for Gamers, Networkers and Producers. When a person starts to participate in a network of interactive media users, s/he needs to learn about the network's joint activities, the common ways of communication and information sharing. Based on such community activities, people develop relationships and a group identity that distinguishes them from others (Wenger 1998). However, we do not know whether the found diversity of interactive media use indeed represents interactive media practices with distinct identities. These identities can be traced by indications of otherness, such as defining people who use different interactive media as ‘strange’ (Gurevitch 1988). Schütz (1964) argues that social behaviour is guided by assumptions about others being similar to themself. These assumptions allow people to typify themselves and the world around them. Consequently, people enter new groups under an assumption of the sameness of self and other (Gurevitch 1988). Gurevitch (1988) argues that participation in a community entails that others have to be made 'strange', which leads to an inexplicable combination of the familiar (for instance other young people) and the strange (their engagement in practices Pathways in interactive media practices among youths ! 139 such as using social software). This tension comes to relief in 'otherness', the definition of the other person's activities to be different from one's own, which leads to a creative and critical search to understand the other and allows distinguishing among selves (Gurevitch 1988). Thus making the other strange can result in either recognition with a focus on a shared stock of knowledge, or distantiation with a focus on strangeness (see also Akkerman, 2006). In our examination of students' perceptions of their interactive media practices in relation to others, the concept of otherness permits us to see whether, for example a Gamer perceives other gamers as familiar and people who are found to be Networkers as strange. We expect the concept will contribute to an understanding of how aspects of identity and interest (Barron 2006) develop as part of interactive media practices. Understanding the perception of interactive media practices in relation to others is valuable for education because it indicates whether we can speak of user groups, each with its own identity that should be approached by educators in distinctive ways. 2. Methods This study extends the results of a quantitative survey among Dutch students. The survey was conducted in the winter of 2008/2009 (N = 2138) among students aged 9 to 23, coming from all education levels between primary education and higher professional education. The purpose of this survey was to discern the students' interactive media use and reflections on this use. The findings of this prior study serve as guidance for the current study, and are reported elsewhere (Van den Beemt, Akkerman, & Simons 2010b). 2.1 Participants For this paper, a study consisting of eleven semi-structured 1-to-1 sessions was set up. Students were selected from two classes at the third year in preparatory higher professional education (Dutch: havo). Students start at the age of 12 at this education level, which takes five years to complete. The respondents were selected by means of purposive sampling. This method implies an active search for cases within categories, with the purpose of a better understanding of behaviour. This means that all students in the selected classes filled out the questionnaire used in the 140 ! Chapter 6 aforementioned survey. The respondents were then identified based on the user categories from the survey study. Students were randomly selected from each user category to represent the population division of the survey results. Eleven of the selected students agreed to be interviewed, among whom seven girls and four boys aged 14 to 15. Although this number of respondents does not allow a generalisation of the results to the population at large, "the findings and analysis ... may resonate with the experiences of [young interactive media users] in similar circumstances and be enlightening for educators who work with similar students and seek to understand their online practices" (Greenhow and Robelia 2009, 127). Of the students, three can be categorized as Traditionalist, three as Gamer, four as Networker and one as Producer. All students in the study had at least one internetconnected computer at home. 2.2 Materials The interview sessions consisted of three parts. First, interview questions were posed regarding the respondent's history of interactive media use and the purpose, opinions and social networks related to these media. All respondents were also asked for their perception of interactive media use in the context of education. The interview questions served as probes for the respondents to tell stories about their interactive media use. Examples of questions were: "What are the things you often do on the Internet?" "How do you use these websites?" "Can you explain how you increased your knowledge about these websites?" "Can you tell me about [games, profile pages, MSN, YouTube] and people who use it?" The second part of the interview consisted of questions steered by autodriving visual elicitation (Prosser and Loxley 2008). This method is intended to let respondents show their favourite social software, websites or games to the researcher, while simultaneously explaining how they used these interactive media. The principle of autodriving helped to ensure that interviews include topics relevant to the respondents. During the process, respondents were encouraged to tell about the functionalities they did use or did not use, and elaborate on the corresponding reasons. Pathways in interactive media practices among youths ! 141 The third part of the interview consisted of photo elicitation. In this method respondents were shown images of the four types of interactive media users: Traditionalists, Gamers, Networkers and Producers. The images were designed by the researcher in the form of so-called 'moodboards', showing the logos of specific interactive media applications, combined with screenshots of these applications and images of users. Figure 1 shows the moodboard that represented the Networkers. Each moodboard carried a distinct 'punctum' (Barthes 1984 as cited in Prosser and Loxley 2008) contained in the main topic - the use of games, social software, authoring software or traditional internet applications – on which respondents focused and gave their version of reality and meaning. However, whereas the punctums acted as a control mechanism to say ‘tell me about this’, they also restricted their potential by limiting the intrinsic ambiguities present in all photographs that can be used to get respondents thinking and talking reflectively (Walker and Weidel 1985 as cited in Prosser and Loxley 2008). Figure 1:Moodboard 'Networkers'2 2 Due to copyright reasons, some parts of this image have been replaced by placeholders. 142 ! Chapter 6 The moodboards were used as "graphic probes" (Prosser and Loxley 2008, 19) to talk about various interactive media practices. With this approach, the participants’ perception of their own interactive media practices in relation to others could be explored. 2.3 Procedure and analyses All interviews were conducted in-person, video recorded by means of a webcam, and lasted on average 45 minutes. The interviews were conducted at the respondents' school, in the room where they take computer courses. This location prohibited disturbance during the interview. However, it implied that console games had to be discussed by means of gameplay videos on YouTube. For both the kinds of visual elicitation, respondents were asked to use a laptop to show their interactive media use and comment on the moodboards. The researcher was aware of the allocation of respondents in user categories during the interview, which guided the themes to be discussed. For instance: Gamers were asked more, but not solely, about games. However, in order to let all possible themes arise, all types of interactive media were touched upon. During the interviews, all interviewees responded to all four moodboards, in order to let them position their own interactive media practices in relation to others. The data analysis consisted of two phases: 1) a within-case analysis to reach data reduction and 2) a cross-case analysis to search for patterns in the respondents' stories. In the first phase, data of each respondent were analysed. After transcription and open-ended coding of the interviews, a thematic coding around categories corresponding to the research questions was performed. This thematic coding facilitated comparisons between students in a next phase. Flowcharts per student of related concepts as a means for data display (vertical analysis) were used. Finally, a comparative (horizontal) analysis of all respondents took place, which resulted in accounts to draw conclusions and verify the data with the theoretical concepts related to our research questions. The technique of 'constant comparative analysis' (Glaser and Strauss 1967; see also Boeije 2010) was used for both the vertical and the horizontal analysis in order to continuously compare preliminary interpretations with accounts of the other respondents and the theoretical framework. In the process of reading, interpreting and checking, we focused on interpreting patterns of students' interactive media use. Pathways in interactive media practices among youths ! 143 Next, we report the common themes that emerged from this analysis, organized into three sections. First, we present stories of three respondents as prototypical examples of students' explanations of their interactive media use. The following two sections present the results of our cross-case analysis and correspond to our two subsequent research questions. 3. Results 3.1 Stories about interactive media use The semi-structured interviews were intended to record the respondents' stories about interactive media use. Therefore, before answering both our research questions, we illustrate the results of our analyses by parts of the stories of three students. These three students appeared representative for the other students in their user category: A Producer named Rosannah, a Networker named Edmond, and a Gamer named Mario3. Mario and Rosannah were technology savvy and eloquent about their interactive media use. Edmond made intensive use of social software. He also played games to enjoy the social aspects of online gaming. All three respondents engaged in the traditional interactive media activities grouped under 'interacting'. 3.1.1 Rosannah's story Rosannah, a 14-year-old Producer, told us that the tools she uses frequently are YouTube, a weblog, Hyves4, MSN and games on pc and console. Online she occasionally plays small games, which she called "gibberish games". Rosannah reported to upload videos to YouTube together with her father and friend and to use Hyves to send friends short messages ('scraps'), upload photographs, embed YouTube videos, and keep a weblog. Furthermore, she uses YouTube to "listen to videos" which her friends advice to her. By means of the 'related videos' option she might wander around on YouTube. Next to that she keeps a personal weblog at an online diary site. Both her Hyves page and the diary are hidden from public access and only visible for invited friends. Rosannah explained that she was inspired by her father and brother to use the computer at the age of five, when she figured out how to let the Smurfs on her father's gameconsole jump and run around. 3 All names are fictitious. Hyves, a website resembling Facebook, was the most popular social networking site in the Netherlands at the time of inquiry. 4 144 ! Chapter 6 She learns how to use new applications and play new games by trial and error. Rosannah stated that she can get frustrated by this process, at which point she puts away the application to pick it up again after a while. If she gets stuck in an application, she uses MSN to ask peers for help. She reported to be considered a computer expert by friends, which means she has to help them as well. Rosannah develops her opinion about applications by means of "Googling": when she hears or reads about a new website or game, she starts a query on Google and reads reviews published on websites. Then she decides whether she wants to try out the new application. Rosannah reported that Hyves and other profile pages are used to show others relevant issues about yourself, what you have done, "simply to share things". She did not think that young people form a distinct generation because of their interactive media use. She argued that everybody uses the basic tools, such as Google or e-mail. Rosanna thought that boys are mainly game players and they remain so until they are 30 or 40 years of age. Furthermore, she stated that boys use Google, because "they like to look things up; girls like to share". Rosannah thought that interactive media as learning tool in school can be "fun, as recreation". However, according to her, teachers should combine it with projects and explanation, "Although teachers might think [this combination of games, projects and explanation] is unrealistic". 3.1.2 Edmond's story Networker Edmond (15) reported that he did not know about profile pages until his niece showed him her page. Together they made his profile page, and since that moment he has been making daily use of Hyves and MSN. His other tools are online games - casual games or console games. Edmond explained that he plays games because of the in-game communication with others, rather than for the content, although he prefers action games. Edmond argued that his opinions about applications are formed by means of Google or videos on YouTube. For instance, when his friends tell Edmond about new games, he first looks for online reviews and videos. After that, he wants to try and decide for himself. Edmond stated that trying out by himself is also the way he learns how to use applications. Pathways in interactive media practices among youths ! 145 While showing his profile page, Edmond told us that he always accepts invitations from friends and that he thinks it is important and fun to keep in touch with others, even if you only know them remotely. Everybody, according to Edmond, uses the basic tools, while games are played by young people age 8 and up; these are mainly boys "because they like action better than girls". Edmond thought that social software is used by young people, however, "their age begins to increase to above 30". Boys between 14 and 20, who "like to make fun of others", are the ones making YouTube videos. Interactive media as learning tool in school is "weird" according to Edmond. He considered MSN to be "a out of school thing", while games as learning tool "could be funny". However, the teacher should be at hand otherwise "you would only sit around and play games". 3.1.3 Mario's story Mario, a 14-year-old Gamer, reported to play games and create games with Gamemaker. He explained that he learns how to play a game by trying out by himself or searching for hints on forums. Mario argued that because he plays a lot of games, he can give others advice on games. He does so in person rather than via email or MSN. Sometimes he places messages on game forums. Mario explained that he develops his opinion about games by means of information found on Google and trying out new releases. Mario also looks at new games in stores, because, as he argued, "as a gamer you recognize a good game [by the cover]". He always tries out new games in a series when he liked the other parts. Mario stated that he does not use social software because "[he does] not know what to do there". Furthermore, he argued that playing large console or pc-games is a serious matter, while small games are played "for fun". Mario thought that everybody uses the traditional interactive media. Furthermore, he argued that young people "who like to have a cosy chat" use social software. Games are played by boys, and the producers of interactive media content can be "anyone, because it is really not difficult to make". When people grow up they stop playing games because, as Mario stated, "when you're older, you are busy with more serious things". Gamers form a specific group, with one important rule: "just play nice and cosy with each other". According to Mario all media are one blur of possibilities. However, he does not share his games or gameplay videos with the 146 ! Chapter 6 community: "Making videos is not difficult", he said, "I just don't see the point in uploading stuff". Finally, Mario thought that games as learning tool in school "can be fun. More fun than a book. But only once in a while, as an addition". 3.2 Emergence of interest and peripheral participation (research question 1) By means of the concept emergence of interest we analysed the origins of the respondents' interactive media use. Additionally, we asked students about their perception of interactive media as learning tool. All students in our study felt that peers such as friends or family ignited the spark of interest for certain interactive media, which can also be seen in the stories of Rossanah, Edmond and Mario. This spark of interest resulted in participation in the group of interactive media users, which often started with trial and error or by imitating the practice of peers. This initial acquaintance with a website or game and the subsequent process of learning how to use specific applications, consisted for all respondents of asking peers or trying by themselves. The stories of some students showed that there is also a certain amount of peer pressure involved in using applications. Two students described how they transferred the password and maintenance of their profile page to a close friend. Although they use it to stay in touch with their friends, they reported a lack of interest in the application itself. The Producer and two of the Gamers indicated their interest in content as the motivation for interactive media use. This contrasts with the Networkers, who reported to use interactive media for communication with others. Furthermore, the Networkers' accounts of content and functionality were often less in-depth compared to Gamers. These results substantiate the conceptual distinction between content driven and interest driven uses of interactive media (Ito et al. 2008). In response to our question about the application of interactive media as learning tool, most respondents initially stated that they do not want interactive media or games as learning tools in school. The Gamers were an exception, because they saw the amusement part as benefit. Nevertheless, all students argued that if interactive media were applied as learning tool in class, it should be done in combination with other materials such as books or explanation from a teacher. Pathways in interactive media practices among youths ! 147 3.3 Students' perception of their participation in relation others (research question 2) To answer our second research question, we first report how the respondents perceived their own interactive media use. Subsequently we briefly describe the reported characteristics of groups of interactive media users. Generally, our respondents explained their own practice by describing 'mundane' (Buckingham 2008) forms of interactive media use. All respondents reported to use the traditional interactive media such as Google, MSN or email. These applications were referred to by verbs such as 'Googling' or 'MSN-ing' indicating it as activity instead of being a tool. Most respondents reported to use Hyves, however, with varying intensity and skill. On this social networking website, some respondents use only the short message option (scraps), while others have all available content clusters filled out and know how to embed videos and maintain a weblog on it. The female respondents who were active on Hyves, talked euphemistically about gaming. First they told the interviewer not to play games. However, the girls' stories showed that most of them play small games on a regular basis. They defined gaming as "spending many hours, each day" on titles other than small games. Generally, the respondents considered interactive media as selfevident. However, more in-depth questions showed that not all functionalities of, for instance profile pages, were known or understood by them. The Traditionalists among our respondents did not talk extensively or in great depth about interactive media. They also abstained more than the others from specific applications, because they argued not to know "what to use it for". The Networkers, Gamers and Producer showed more eloquence and an open attitude towards interactive media, which can also be seen in the stories of Rosannah, Edmond and Mario The students' descriptions of their interactive media practices in relation to others always started with a reference to age groups, which from the perspective of 'otherness' (Gurevitch 1988) can be seen as 'familiar'. From the responses to the moodboards it appeared that Traditionalists are not seen as a distinctive group or community. All respondents stated that 'everybody' engages in the traditional interactive media activities (interacting), which indicated both young and older people. When probed for an age indication of 'older', they answered "25 and up". Users of games and social software were labelled as 'young people', with "children of my own age" or "between 10 and 16" mentioned as age indications. All students 148 ! Chapter 6 thought that young people make more intensive and skilful use of interactive media compared to older people. The question 'who creates online content such as YouTube videos?' was answered with either "I don't know" or "older young people, because you need skills to do that". None of the respondents, other than the Producer, reported to know of other people that produce interactive media content. In addition to age, the respondents often referred to gender differences as characteristic for groups of interactive media users. The male respondents thought that Networkers are mainly girls; the females thought that Networkers are boys as well. This difference between boys and girls can be seen as an indication of making the other 'strange', which is necessary to define your personal identity (Gurevitch 1988). The respondents thought that the group of Gamers consists of boys who will play less or quit gaming once they get older. Most respondents thought girls played The Sims. One male gamer added "but when they are 12 years old, they will leave that behind". The female respondents distanced themselves from the group of Gamers, despite the fact that they reported to play (small) games themselves. 4. Conclusion and discussion This study focuses on how students start to use specific interactive media applications, as well as how they perceive their own interactive media practice in relation to others. With this focus the present study aims to understand the nature of the diversity in interactive media practices that is found in earlier studies. The interviews with 11 students consistently show the role of peers and family members in the emergence of interest to engage in interactive media practices. It appears that no specific or deliberate event prompted this spark of interest. However, in some cases we can speak of peer pressure: students report to use applications because all their friends do so as well. The role of peers is also present in the students' process of learning to use specific interactive media applications, when peers provide information about these media. Concludingly, the various narrations show the strong influence of significant others. With respect to the students' perception of their interactive media practices in relation to others, we asked them to show and elaborate on their own interactive media tools, as well as to respond to moodboards of four types of interactive media activities (interacting, performing, interchanging and authoring). The results indicate that the students do not strongly typify their own interactive media practices. Hence, Pathways in interactive media practices among youths ! 149 our respondents do not seem to be aware of their own identity in relation to interactive media use. However, they describe distinct tools, identities and practices for people engaged in interactive media practices other than their own. Our finding that students did not explicitly typify their own interactive media practices can be interpreted in different ways. For one, it can be seen as a difficulty in reflecting on one’s own practice perhaps caused by the respondents' age and subsequent level of identity development. However, it can also be seen as a case of 'benign community neglect' (Lavé and Wenger 1991), which indicates the use of applications without knowing about its community or practice. The concept of 'otherness' (Gurevitch 1988) fits our findings: the respondents recognize other types of interactive media users because these are young as well (familiar). However, the behaviour of these others, for instance playing games intensively or making fun of others in YouTube videos, is considered strange. In line with Gurevitch (1988), the interviewer's request to describe and label types of interactive media users could lead for otherness to emerge, while in every day practice students would not be aware of the differences. This is confirmed by some respondents commenting on the usefulness of this study and the interest of 'older people' for characteristics of their interactive media use. With the recognition that contemporary youth increasingly uses interactive media, many educators and educational institutes have started to look for ways to implement interactive media as learning tools in education (see for example Annetta 2008; Skiba and Barton 2006). We claim that before doing so, it is important to better understand both the diversity of interactive media use (Van den Beemt, Akkerman, & Simons 2010a, 2010b, 2010c), as well as the nature of this diversity, that is, how this diversity emerged and whether it represents distinct communities. Besides investigating these issues, we also asked the students in the interviews what they think of using interactive media tools in school context. The answers to this question imply reservations in the application of interactive media as learning tool. For instance, Networkers report to use interactive media for communication with others. Because most of them play small games as well, this could indicate the use of groupwork, with peer feedback, supported by small games. Furthermore, because the Gamers and the Producer speak in terms of interesting content as a motivation for interactive media use, these small games should combine obvious gameplay with encouraging content. However, the respondents' initial doubts about games being 150 ! Chapter 6 useful as learning tool might bring more nuance to this conclusion. Even more nuance can be found in the students' wish to always combine interactive media in class with books, assignments and explanation by teachers. These results are in line with other studies that show that young people are, as considerable public attention has noted, far more excited by the Internet as a communication medium than as a learning resource (Livingstone and Bober 2004). The results of our study are limited by the number of respondents, which means that it was hard to reach saturation for all four user categories (see also Guest, Bunce, and Johnson 2004). This implies that the results should be perceived as resonating with behaviour of other youths instead of being generalised to the population at large. Hence, a follow up study with more and older students might also contribute to a better understanding of the development of identity in relation to interactive media practices. By showing the importance of peers when students become participants in networks of interactive media users, this paper indicates two implications for education. First, educators can trust the network in initiating students to new applications and ways of developing skills. Second, because significant others, such as parents and nearby family can have a positive influence as well, it appears useful to guide a student's interactive media use by showing possible applications, rather than posing rules and restrictions on the computer use at home (see also Van den Beemt, Akkerman, & Simons 2010c). The problem however, is that parents are often reported to have too little skills to use social software or play games. Although students show diversity in both the motives for participation, as well as the resulting practices, they all appear to follow similar pathways towards these practices. All students develop a trial and error attitude in learning to use interactive media. Only when failure looms, students consult their network. This implies that educators can make this attitude a prerequisite for assignments and projects, for all students equally. However, because the pathways result in different types of interactive media practices, it is important that different groups of users should be addressed according to their specific skills and interests when applying interactive media in the context of education. Pathways in interactive media practices among youths ! 151 References Annetta, L. 2008 Video Games in Education: Why They Should Be Used and How They Are Being Used. Theory Into Practice, Volume 47, No.3, 229 - 239. Barron, B. 2006 Interest and self-sustained learning as catalysts of development: A learning ecologies perspective. Human Development 49: 193–224. Boeije, H. 2010 Analysis in qualitative research. London: Sage. Buckingham, D. (Ed.) 2008 Youth, Identity, And Digital Media. Cambridge: The MIT press. Denzin, N., and Lincoln, Y. 2005 The Sage handbook of qualitative research (3th edition). London: Sage Eynon, R. 2010 Supporting the “Digital Natives”: what is the role of schools? 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Accessed January 25, 2009 Schütz, A. 1964 Collected Papers, vol 2. Den Haag: Nijhoff. Skiba, D., Barton, A., 2006 Adapting Your Teaching to Accommodate the Net Generation of Learners. OJIN: The Online Journal of Issues in Nursing. Vol. 11 No. 2, Manuscript 4. Retrieved February 18, 2009 from www.nursingworld.org/MainMenuCategories/ANAMarketplace/ANAPerio dicals/OJIN/TableofContents/Volume112006/No2May06/tpc30_416076.aspx Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010a). Considering young people's motives for interactive media use. Educational Research Review. DOI: 10.1016/j.edurev.2010.06.002 Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010b). Patterns of interactive media use among contemporary youth. Journal of Computer Assisted Learning. DOI: 10.1111/j.1365-2729.2010.00384.x Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (under review). Student characteristics contributing to interactive media use. Pathways in interactive media practices among youths ! 153 Van den Brink, G. 2007 Moderniteit als opgave. Een antwoord aan relativisme en conservatisme. [Modernity as assignment. A reply to relativism and conservatism] Amsterdam: Sun. Wenger, E. 1998 Communities of Practice: Learning, meaning, and identity. Cambridge: Cambridge University Press. 154 ! Chapter 6 CHAPTER SEVEN Discussion and reflection ! "You don't understand something until you understand it more than one way." Marvin Minsky 156 ! Chapter 7 1. The context for this thesis Research in the social sciences often emerges from an engaged perspective (Wertbeziehung), which, as Weber (1964) argued, is more fundamental to science than the moral demand of objectivity (Wertungsfreiheit). My Wertbeziehung for this PhD study is the resonance in education of claims about contemporary youths and their use of interactive media. As a researcher I strive to reach Wertungsfreiheit by trying to avoid a priori categories that filter both the answers of respondents and the results of analysis and by presuming that in society all participants have their own reality. This presumption means describing and accepting these particular realities in relation to the investigated phenomenon. This relativist viewpoint leaves unhindered that I doubted the net generation debate's claims about young people's interactive media use. Although these claims are part of some people's reality, I felt the need to scrutinise them. In this thesis I examined young people's interactive media use with a focus on specific aspects: origins, backgrounds, motives and patterns. This focus was applied to create a comprehensive description of young people's realities related to their interactive media use. This description was intended as an academic account of students' relations to interactive media in view of possible consequences for education and is pursued by means of an interdisciplinary approach consisting of sociology, (interactive) media studies and educational science. A description of the use and context of interactive media, can give rise to ambiguity in terminology. In this PhD thesis, Internet applications and games were combined under the label 'interactive media'. 'Interactive' in this definition refers to the technology being responsive to the user's actions. However, the behaviour and communication of humans is often refered to as 'interactive' as well. Furthermore, Interactive media are often used as tools in social interaction (cf. Preece, Rogers & Sharp 2002), Examples of this use are social software and MSN. The possible vagueness in terminology is not simply a matter of semantics. When the first types of interactive media were developed, the distinction between social interaction and human-computer interaction was clear: in contrast with humans, the computer was very limited in interaction possibilities. Today, software known as intelligent bots and agents can have an extended repertoire of interactions, which makes it difficult to distinguish them from human beings. For instance, on Twitter, bots can present themselves as regular users with contextual replies to messages or queries. In this Discussion and reflection ! 157 thesis we attempted to avoid ambiguity by specifically describing the components of social interaction related to interactive media use, and by restricting the use of 'interactive' to references to technology. The scientific context for this thesis is defined by a growing number of empirical studies that examine interactive media use among youth in terms of consequences for learning and education. Each subsequent chapter in this thesis shows that the few empirical studies found in the beginning of 2009 have been replenished by a large number of studies that undermine the assumptions and beliefs of the net generation debate with empirical data. In what follows I first answer the main question of this thesis by combining the results of the sub-questions defined in the introductory chapter. After that I reflect on successively the applied interdisciplinary approach, the methods and results of this thesis and the challenges for future research. This chapter concludes with a reflection on implications for education, with an emphasis on digital games. 2. An integrated answer to the main question The question central to this PhD thesis is: What interactive media practices do young people in contemporary Western society engage in? The answer to this question shows that the main hypothesis is supported, that is, diversity in interactive media practices can be found among young people in terms of origins, backgrounds, motives and patterns. The answer itself can be summarised as follows: In our present day society, social action is influenced by abundance of choice and decreasing social guidance. This requires people to reflexively form their affinity spaces. Social behaviour and reflections on this behaviour take place in and shape a person's social space and cultural space. The intensive use of interactive media among young people is presumed to shape this social and cultural space. We perceive this shaping of spaces as the social function & cultural function of interactive media. We consider both the social and cultural functions as motives for interactive media use that guide kinds of participation in networks of interactive media users. This participation is either primarily focused on content (interestdriven participation) or on peers (friendship-driven participation). Both kinds of participation can result in consumption or production of interactive media content. The motives can lead to diversity in interactive media practices. This diversity 158 ! Chapter 7 becomes visible in the interactive media activities that we found to correlate strongly, and that we categorised in four types: interacting, performing, interchanging and authoring. Furthermore, this diversity becomes visible in categories of interactive media users that we distinguished on the basis of answer patterns: Traditionalists, Gamers, Networkers and Producers. The categories of activities are related to preferences for and opinions about interactive media. The combinations of activities, preferences and opinions are reflected in patterns of interactive media use. These patterns are influenced by background factors on school, class and individual level. Peers often prompt an emergence of interest for types of interactive media. The resulting peripheral participation develops itself in a dynamic exchange with expertise and preferences for types of interactive media. An important aspect in this respect is otherness, the passive development of one's own identity by actively labelling other interactive media users. 3. Reflection on theoretical approach: in-between sociology, media studies and educational science The interdisciplinary approach applied in this thesis consisted of sociology, (interactive) media studies and educational science. By choosing this approach to examine origins, motives, backgrounds, and patterns, we attempted to reach an understanding in more than one way of young people's interactive media practices. Because there was not much theory-driven empirical data available at the start of this PhD project, it appeared obvious to describe these practices in an explorative manner, with a broad view, not limited by the directions to methods and research questions of a single discipline as reflected in its common symbolic meaning (Denzin, 1987 as cited in Wester, 1991). The interdisciplinary approach proved valuable because it permitted us to examine the practices of youths while they move through a multitude of domains, such as school, home or the sports club. In many of these domains youths use interactive media, which in this sense are inherent to their daily lives. At the same time, in many of these domains youths engage in learning activities, such as obtaining knowledge about mathematics or languages, or acquiring skills to use internet applications. Because of the apparently boundary-free movement through domains and the corresponding variety of learning activities, we can speak of a learning ecology (Barron, 2006). This concept, which refers to learning across the life Discussion and reflection ! 159 spaces of home, school, community, work, and neighbourhoods, forms the object of our study. An interdisciplinary approach helps educational researchers to grasp the value of interactive media as learning tools, because media studies and sociology bring in the attention for the world outside the classroom. Sociology places the use of interactive media in a wider perspective of economy, politics and culture, without seeing these media as means to an end. Media studies explains that the daily use of interactive media is not much different from media use in previous times (see also McLuhan, 1964). For example, on the Internet people look at images or a funny video, they quickly browse through a text, and then chitchat about it with their friends. However, the scale of these 'mundane' (Buckingham, 2008) practices is larger, more personalized and participative than was ever possible before (Selwyn, 2010). This can be assumed to impact all domains of society, including education. Educational research contributes to the equation by providing ways to deduct consequences for learning processes and education from these interactive media practices. This combination of disciplines made it possible to not only examine interactive media use, but also simultaneously ask for interactive media preferences and opinions and for group behaviour. Most other studies on interactive media in view of learning, examine solely the use of these media or their application as learning tools, instead of connecting these aspects to the socio-cultural context of preferences, identities or sub-cultures. In what follows I reflect more specifically on how each of the three disciplines has contributed to this thesis. 3.1 Taking a sociological perspective The main task for sociology is to unmask the structures of the social world that are usually "taken for granted" (Schütz, 1964). In this thesis we attempt to comply with this task by applying three concepts related to social structures: reflexivity, social space and cultural space. Reflexivity refers to people's efforts to examine and give meaning to their own and others’ practices. The results of these examinations are a basis for subsequent behaviour. For instance, our qualitative study showed that students used the Internet and conversations among peers to define the meaning and future use of digital games or social networking sites. Giddens (1993) argues that modern social life asks people for a reflexive attitude as a result of an endless stream of incoming 160 ! Chapter 7 information. Therefore reflexivity is a key aspect of modernity as a field of force between tradition and renewal, as we explained in chapter 2. Approaching reflexivity as a trait of modernity offers a framework to examine contemporary interactive media use in relation to domains such as education. Because reflexivity is the result of the tension between tradition and renewal (Van den Brink, 2007), it allowed us to invalidate claims of radical education renewal. Furthermore, reflexivity justifies the possibilities that youths have in late modernity to participate in society and develop an identity. This aspect made us recognize that when young people use the Internet to develop their social and cultural space, a tension can arise between the local needs of youths and the global character of online information. Poster (2006) describes for example a possible tension between the local issue of discovering sexual identity and globally available online information or forums. This tension uncovers the need to define meaning on a local level, which requires filtering content from different cultural contexts. Second and third concepts related to social structures are social space and cultural space. Berger and Luckmann (1966) argued that all human behaviour is organized around spaces and objects. According to Bourdieu (1984), this behaviour, together with subsequent norms, values, ideas and preferences, constitute a person's social space. Following Elchardus and Glorieux (2002) we opted for an analytical distinction between a person's patterns of social relations and forms of participation (social space) and the subsequent patterns of values, ideas, taste and identity (cultural space). The value of this distinction lies in the recognition that the development and changes in behaviour do not necessarily implicate a simultaneous development of norms, values and preferences. Nonetheless, given that young people's social spaces are more diverse than before, it can be expected that their identity, represented in their cultural space, becomes less stable and more fluctuating and fragmented (Hermans, 2006). Both the concepts social space and cultural space were valuable for understanding the social and cultural functions of interactive media for young people. People can use interactive media primarily to interact with others, which we perceived as the social function, or people can use these media primarily with a focus on content or interest, the cultural function. These distinct functions are reflected in the types of interactive media activities focused on social aspects, such as Discussion and reflection ! 161 interchanging (social function), and in the types of activities focused on interest, such as performing and producing (cultural function). 3.2 Taking a media studies perspective In the field of media studies it is not the media technology itself that is subject to research, but rather the contents and effects of use. As soon as a medium is achieved, it becomes a general human property, an extension of a general human capacity (see also Lister, Dovey, Giddings, Grant, & Kelly, 2005). Media are social phenomena, because they exist by virtue of intentions, power and economics. This approach means a focus on the employment of media for certain ends, which by consequence results in a variety of outcomes or possibilities ranging from functional websites to violent digital games or YouTube videos that show people being mocked. As such the nature of a culture is affected by technology and the way it is used. In this thesis the social and cultural functions of interactive media are examined by means of the concepts of friendship-driven participation and interestdriven participation (Ito et al., 2008). These concepts allowed for describing combinations of activities based on the purpose of interest in either contact and communication, or in specific information-domains. The concepts were valuable because both the survey studies and the qualitative study showed that patterns of interactive media use can be traced back largely to these two distinct motives. For instance, students engaged in social networking are mainly friendship-driven, while students engaged in gaming and producing content are mainly interest driven. The general value of the distinction between friendship-driven participation and interest-driven participation can be found in the connection of these motives for interactive media use to the concept reflexivity. This connection relates these concepts to the theme of local versus global tendencies. Our results showed that young people mainly search for local (online) peers, such as class-members or friends living in the same city. Sometimes they search for local spaces where they can meet trusted contacts. 'Local' in this sense can refer to wider areas such as a home country. This indicates the need for local solutions to global tendencies such as social networking. Examples of this kind of local solutions are social networking sites such as Hyves in the Netherlands, Mixi in Japan, Odnoklassniki in Russia or Cloob in Iran. The interest driven participation appears to be less locally confined. Gamers play online, 162 ! Chapter 7 in principle with people from all over the world. Producers publish their creations on platforms such as YouTube or Flickr, which are freely accessible for everyone with an Internet connection. Therefore, the employment of interactive media as learning tools implies an examination of the relation between local needs and issues in education and the global character of interactive media. The media studies perspective revealed a current rapid convergence of interactive media. Where at the time of the preliminary study and the survey most applications had one clear function (e.g. gaming or networking), today many Internet sites combine those functions. For instance Facebook is a fast growing platform for social networking as well as gaming and publishing content. In view of this convergence of interactive media, Jenkins (2006) describes discriminating motives for interactive media participation: people are more focused on either interactive content consumption or on interactive content production. None of our studies showed a conscious distinction for these motives among our respondents. McLuhan (1964) would argue that this unconscious use of interactive media functionalities is caused by young people's permanent immersion in these media. Young people do not know a world without the Internet, which makes it difficult for them to reflect on their interactive media use. As McLuhan (1964) argued, technology is everything that did not exist when you were born. From a youth culture perspective we might add: technology is everything that did not exist when you reached your formative years. 3.3 Taking an educational science perspective The appropriate selection and use of learning tools is an important topic for educational science. For this thesis it means considering the use of interactive media in educational contexts. Although young people's interactive media use mainly takes place outside school, we may expect that students bring related experiences, skills and preferences to school (see also Barron, 2006). This implies that educators and educational researchers should take into account the position of interactive media in young people's everyday lives. This can be done by examining the students live world both in and outside the classroom, for which we presented a sociological perspective in this thesis. The results of our investigations into young people's interactive media use were translated to possible implications for education. For this translation, practices was an important concept. Wenger (1998) defined practice as the Discussion and reflection ! 163 repertoire of experiences, stories, tools, and ways of addressing recurring problems. This definition made practices a useful concept to describe patterns of use, preferences and opinions related to interactive media. In our studies we asked a small number of students about their opinion on using interactive media in school contexts. The results, as our qualitative study showed, are not very promising: most students were happy with a teacher, books and projects, and did not wish for interactive media as learning tools. These results are in line with a study by Salomon & Gardner (1986) who, more than two decades ago, described negative dispositions of students towards television as a learning medium. In this thesis, possible consequences for education of interactive media practices were deduced from the results instead of investigated. Nonetheless, these implications provide suggestions for future research as well as pointers for a critical examination of interactive media use. With regard to digital games as learning tools, a number of these pointers are discussed at the end of this chapter. 4. Reflection on methods: mixed methods. In this thesis we employed a combination of quantitative and qualitative methods to understand as many different sides of interactive media practices as possible. This combination of methods, which was driven by an interdisciplinary theoretical approach, allowed explorative research on a diversity of levels. Cluster analysis applied in the preliminary study provided an outline of diversity in interactive media activities and users. Confirmatory factor analysis (CFA) applied in the largescale survey provided a more detailed description of patterns of interactive media practices. These patterns were further explored by analysing preferences and opinions whit exploratory factor analysis. Background factors were analysed by means of multilevel analysis of the survey data and origins of interactive media use were explored with qualitative analysis. The combination of methods made it possible to answer a broad and more complete range of research questions because we were not confined to a single method or approach (see also Johnson & Onwuegbuzie, 2004). We chose for an explorative approach because there were almost no reference studies available when we started the preliminary study. We analysed a large number of variables gathered from a large group of respondents coming from a 164 ! Chapter 7 wide range of educational levels and age groups. This approach contrasts with most other studies that focus on a small age group or one cohort from one educational level, while analysing only one aspect, for instance the use of internet applications for learning. None of the available studies applied advanced methods such as factor analysis or multilevel modelling. The milestone work by Ito and colleagues (2008) appeared to be the only large-scale qualitative study about interactive media cultures. Our results thus show a comprehensive combination of use, preferences, opinions, and backgrounds, together with social-psychological behaviour and identity development, all differentiated on school, class and student level. The combination of methods coloured the interpretation of the findings and brought focus to our results with each subsequent study. The cluster analysis method fitted well the first stages of explorative research conducted in the preliminary study. The dataset of this study allowed us to examine the assumptions of the net generation debate and to present a first indication of diversity. The downside of cluster analysis is the lack of a statistical algorithm. This method simply starts with each case as a category and then reduces categories by conducting caseto-case means comparison. Cluster analysis includes all items in the categorisation, which always means that the largest cluster, in our case the category labelled 'browsing', is a generic category. Employing Confirmatory Factor Analysis (CFA) on the large-scale survey data provided a refinement of the categories found in the preliminary study. Because factor analysis filters items based on their contribution to relations, the categories obtained with CFA were easier to interpret compared to those obtained with cluster analysis. Although both methods revealed a similar type of diversity in interactive media use, the results differed on details such as the categorisation of a small number of items with small factor loadings. After the CFA we were able to describe patterns of interactive media use, preferences and opinions, by employing exploratory factor analysis. We finished our quantitative analyses with multilevel analysis (MLA) of the survey data. Within educational research students and classes can be “conceptualized as a hierarchical system of individuals and groups, with individuals and groups defined at separate levels of this hierarchical system” (Maas & Hox, 2002). By analysing background characteristics of students on school, class and individual level together with their relations, our study appeared to be one of the Discussion and reflection ! 165 first studies on interactive media use to take into account the multilevel nature of the data collection method. We employed MLA exploratively. However, the method can also generate structural models. Further research should focus on these models to allow replication with other datasets. Our quantitative methods resulted in largely the same results as other international studies (Eynon, 2010; Hargittai & Walejko, 2008; Kennedy, Judd, Churchward, Gray, & Krause, 2009). However, our data made it possible to analyse all currently used interactive media instead of only Internet applications. The large number of items combined with the large number of respondents, permitted to work in a 'bottom-up' manner without defining a priori categories. The results show not only a categorisation of all interactive media applications, but also relations between these categories for specific groups of users, such as Gamers being active with both games and the more traditional applications. All employed methods showed generally the same result: diversity among respondents that can be traced back to four types of interactive media use. The similarity of results on a general level and differences on detail level made it clear that the data show a snapshot approached with a specific method. Conducting the qualitative study turned out to be quite difficult, because young people do not talk easily about themselves, their behaviour and their interactive media. Young people might not consciously reflect on their behaviour, because they are not always aware of the place in time and consequences of their actions. Our interviews with students for instance showed that young people use interactive media in general without thinking about them as such, simply because these media are available and have become part of their daily lives. We anticipated on this situation by applying (new) techniques such as autodriving visual elicitation and photo elicitation by means of 'moodboards'. In view of our results, these techniques appear useful, although methodological questions remain. For instance, the type of questions to be posed for each of these methods should be validated in future work. The characteristics of our survey data caused minor problems in the analyses. The data showed that respondents engaged intensively in specific sets of interactive media applications. The intensive use of these specific sets caused outliers in the data that reduced the possibilities of generalisation. After all, most classification methods, including factor analysis, presume a normal distribution in the data, which 166 ! Chapter 7 is disturbed by outliers. Obliging to this presumption by filtering outliers would remove the typical characteristic of our data. Therefore, we removed extreme outliers in order to reach a minimum level of normality, while preserving the characteristics of our data set. Because other international studies show similar general results (see for instance Eynon, 2010), the generalisability appears acceptable. 5. Reflection on findings: Diversity as 'a new truth'? Our hypothesis to find diversity in young people's interactive media practices is supported by the results. I first reflect on categorisation and its value, after which I go deeper into its risks. The value of a categorisation is its affordance to distinguish practices that seem different in nature. People will always look for some kind of grouping or categorisation, which we saw in the qualitative study where students saw other users as being different from themselves. This search for order results in social structures and a grouping in (sub)-cultures. However, more important than the labels, is the nuance that a categorisation of diversity brings in approaching students in view of interactive media use. As both our survey study and our qualitative studies show, students are not experienced and interested in all types of interactive media. Our results showed four types of interactive media users: Traditionalists, Gamers, Networkers and Producers. Despite its value in understanding young people's interactive media use, this categorisation is only an incitement for a more detailed description of diversity among users. The diversity found in this study is not a fixed reality. Influenced by technological developments, user categories might change in the future. A recent survey by PEW/Internet (Horrigan, 2009) showed that the former singular category of networkers could be divided in several sub-categories as a result of for instance media convergence. Because this change happened in only two years time, user categorisations appear to be rather evanescent. The diversity in activity types (interacting, interchanging, performing, authoring) found in our studies appears to be more persistent. While reports show different typologies of users, other studies show categorisations of activities similar to ours (e.g. Eynon, 2010). It is the basic drive to participate, which Ito (2008) Discussion and reflection ! 167 distinguished as either interest-driven or friendship-driven that makes the activity types in my opinion more persistent. These critical remarks on diversity make it necessary to unravel the patterns of interactive media use in future research. We could focus more on specific characteristics of Gamers or Networkers by filtering them from the data. For instance, the cluster analysis in the preliminary study and the CFA in the survey showed gamers as one coherent group. However, applying factor analysis on the filtered group of gamers showed this group to consist of two subgroups (casual gamers and hardcore gamers), each with distinct characteristics such as preferences, user intensity and opinions. The diversity found in this thesis leads to a range of new questions. For instance, the remarkably mundane use of respondents, which is confirmed in other studies, raises the question where the ideas of extremely skilled users as assumed in the net generation debate originated? How should these extreme skills be studied? Should it require focus on specific activities or user groups, as we did with gamers in chapter 5? Can this be done with Producers or Networkers as well? Each categorisation can be seen as a binding model. Our categorisation in users and activities is no exception. The responses to the many presentations I gave to educators about the model showed that it was often received as a 'new truth'. Educators wanted to know exactly how to determine students as a Gamer or Networker, which learning style related to each user type and what the success method was to stimulate these different users' in their learning. This reaction contrasts with the primary aim of this study was to bring nuance regarding assertions of homogeneity. However, labels in general are volatile in a changing world, where media hypes come and go. Therefore, the diversity among students discussed in this thesis, should not be seen as a new truth but instead perceived as pointers for future research or as prime point for educational development. 6. Suggestions for future research Answers generate a perpetuous stream of new questions. In research, questions can result from findings or from the applied approach and methods. Below we discuss the main questions that appeared as recurring themes in this thesis. Because we wanted to focus on the cultural aspect, it appeared obvious to examine the existence of sub-cultures among young interactive media users. 168 ! Chapter 7 However, the 'classic' cultural studies method was not fully applicable. We 'mapped' groups of different interactive media users who showed specific combinations of activities, preferences and opinions. However, we did not find evidence for the existence of sub-cultures. The groups of users we found appeared to be based on temporary informal affinities, such as for instance gamers who play online games. Thus, we described these groups of young interactive media users as participating in networks of practitioners rather than being members of distinctive sub-cultures. It appears that the 'classic' cultural studies approach, with an emphasis on 'formal' grouping including dress codes and attitudes, is less useful for investigating young people's relation to interactive media. In this respect, we tried a new method with moodboards in our qualitative study. This appeared to be fruitful; however, research is needed to validate this method. The tension between global and local aspects of interactive media practices was brought up and analysed to a certain degree in the discussion of reflexivity and motives for interactive media use. This tension can be examined to a larger extent, for instance by using the theoretical approaches of Poster (2006) and Hermans & Hermans-Konopka (2009) as a perspective. These approaches relate 'glocalization' to the process of identity development of individuals related to their use of (interactive) media. Another important aspect for future research would be to elaborate on the local issues and needs in education in view of the global character of interactive media as discussed in this thesis. The convergence in media causes research to become more difficult. A question such as 'how often do you play games' becomes obsolete with games available on all thinkable platforms and applications, often disguised as social network activity, such as Farmville on Facebook. This convergence however, should be given a decent place in research. The convergence itself, as part of what Jenkins calls a 'convergence culture' (Jenkins, 2006), fits in the image of late modernity where people are required to actively develop a reflexive attitude. Reflexivity has in this sense defined 'interactivity'. As Lister and colleagues (2005) argue, the abundance of choice in our society causes us to expect the same kind of choice from interactive media. This abundance of choice is related to instant gratification. For instance, young people appear to be in favour of video on demand instead of watching television programmes on a fixed time and date. In this respect it is interesting to Discussion and reflection ! 169 note that in the era of television, instant gratification was seen as a bad habit (Postman, 1986). In this thesis we discussed consequences for education of interactive media use. However, we did neither examine motives for learning with interactive media nor its effectiveness. What are possible relations between the found diversity and students' behaviour in class? How effective can interactive media as learning tools be? Related questions deal with for instance cognitive aspects, learning preferences or motivation. Irrespective of these questions, research has stressed the importance of some initial conditions for using interactive media as effective learning tools. For instance, it is necessary that the type of tool fits with the educational situation, including the student's domain-knowledge, the educational level, the teachers’ guidance and the assignment complexity (Ainsworth, 2006; De Jong, Eysink, & Van Merriënboer, 2010; Eysink, De Jong, Berthold, Kollofel, Opfermann, & Wouters, 2009). Furthermore, in the literature we found one study exploring the connection between learning preferences and achievements in web-based learning. Wang and colleagues (2006) showed that learning style is a significant factor affecting student achievement in a Web-based learning environment. Thinking otherwise, we could investigate whether and how education influences behaviour outside school. For instance, do students apply methods of reasoning or researching learned at school when they judge interactive media content in their free time? Eynon (2010) shows that formal contexts of education play an important role in supporting the use of Internet outside school. This means that education should not only consider the application of interactive media as learning tools, but also should invest in webliteracy (see also Kuiper, 2007; Hargittai, 2010). These results can be extended by relating them to the types of interactive media use discerned in this thesis. It is desirable to investigate the questions raised here by employing a mixed methods approach consisting of for instance large-scale qualitative and longitudinal methods of investigation and advanced methods of analysis such as multilevel modelling. Qualitative research, especially when it is large-scale, deepens the understanding of practices as Ito and colleagues have shown (2008). Longitudinal studies make it possible to interpret tendencies and prevent results to be perceived as new truth. Finally, multilevel modelling acknowledges the fact that the behaviour 170 ! Chapter 7 of humans is always influenced by other humans. However, the desire for this combination of methods is an often-heard call in the social sciences. Taken together, future research should be aware of a) an existing diversity in interactive media practices among students, b) the changing nature of this diversity influenced by technological developments, and c) the interactive media expertise and preferences that students bring to class. However, these points of attention do not necessarily imply a possible application of interactive media as learning tools, because student characteristics, such as an attitude of 'trial & error' required in games, can also be addressed in more traditional assignments. More research in this respect is needed to be able to effectively apply interactive media as learning tools in relation to diversity. Our interdisciplinary theoretical approach, combined with mixed methods of analysis, resulted in theory driven empirical research that provided a comprehensive image of patterns in young people's interactive media practices. As such this thesis contributes to an informed and critical debate about interactive media and learning. It follows that this debate requires a wider scope than the current net generation debate and should be based on sound empirical results. The dynamic exchange between youth culture, interactive media and learning, in the context of daily lives, politics, economics and culture, should be its main concern. It is desirable that researchers and practitioners in the fields of media studies, sociology and educational science provide active input to the debate. The results of empirical studies published since 2009 replaced key concepts of the net generation debate such as homogeneity, generation and skillfulness, with a general image of diversity and mundane use. The critical debate should however transcend beyond 'it is diversity' and examine youth's interactive media use in a larger context. This for instance occurs currently in the field of networked learning, where the focus is on human capacities, rather than the possible existence of a net generation. 7. Reflection on implications for education The discussion in this thesis of possible consequences of diversity in interactive media use is important because despite the growing body of knowledge, there are still educators and policy makers who speak of a 'generation issue' and who describe young people as extremely skillful 'digital natives' (see for instance Levine, 2010). As Discussion and reflection ! 171 Selwyn (2010) and others argued, the fact remains that interactive media are not used widely by youths in the ways that proponents imagine. The majority of interactive media use involves little more than checking in on social networking sites and playing an occasional game. The vast majority of Internet users have never heard of FourSquare, Tumblr or Flickr. Moreover, people’s engagement with interactive media remains differentiated along lines of social class, as well as gender and educational background (Eynon 2010, Hargittai & Walejko 2008). It would therefore be a mistake to presume that all interactive media use can be educationally productive for all students. As already stressed, further research is needed to examine the actual employment of interactive media in relation to the diversity of interactive media users and student characteristics such as learning preferences. There is one type of interactive media that might be educationally productive for a large range of students: digital games. Games in education have also appeared to inspire many stakeholders such as educators and researchers. A quick search in the ERIC database showed over 300 articles published in the last five years that discuss and examine games in education. However, enthusiasm of youths and educators for games should not be confused with effectiveness of games in an educational context. In the next section I will give a first reflection on the use of games in education, taking into account the findings discussed in this thesis. 8. Ingredients for implementation: considering games as learning tools. Considering the employment of games as learning tools in view of the results presented in this thesis requires a number of points to be taken into account. The points presented below are meant as propagating points of attention for games in educational contexts, instead of as the next fixed model. They can be applied as lenses in the selection, development and application of games in education. The aim is to contribute to a critical discussion about games as learning tools by relating gamedesign principles to learning theory. First, the application of games in education is questioned by, amongst others, Squire (2002), who for instance refers to research on transfer, which gives little reason to believe that players are developing skills that are useful outside the game context. Furthermore Squire argues that there needs to be a close match among desired learning outcomes, available technology and teacher support, student 172 ! Chapter 7 characteristics, gameplay, and potential additional learning experiences. De Jong and colleagues (2010) showed that this counts for all interactive learning tools. Several meta-studies showed that generally students performed neither better nor worse after playing games compared to traditional methods (Wentworth & Lewis, 1973; Clegg, 1991). Second, despite the enthusiasm for games outside school, the respondents in our qualitative study were not explicitly keen on games as learning tools. This is an important fact that requires a more thorough examination focused on background factors and origins of this attitude. Third, although most students occasionally play (small) digital games, only a small percentage of our respondents, categorised as 'Gamers', play (large) games regularly and intensively. This difference between students indicates that games to be applied in education, should address the occasional gamers with simple gameplay and the hardcore gamers with challenging content. Fourth, a general view on games as learning tools is yet to crystallize. Despite the efforts of a small group of researchers and educators (Shaffer, Squire, Halverson, & Gee, 2005; Squire, 2008; Barab, Thomas, Dodge, Carteaux, & Tuzun, 2005; Annetta, 2008), many studies present exemplary studies that mainly approach games as a 'black box' by discussing the inspiring effect on students or the learning effectiveness. However, as science and technology studies show, in order to understand the meaning of a technology for society, the black box should be opened (Bijker, Hughes & Pinch, 1987). On the other hand, game and play have important functions in learning players how to behave in society. For instance, Huizinga (1952) develops an historical perspective that shows the confirmation of social structures in for instance courtrooms or classrooms by means of play and games. Furthermore, good games address players on their individual level of learning and solving problems. Good games allow players to choose their own course through the gameworld. However, people's manners of choosing a course, and therefore solving problems and challenges, follow fixed patterns (Canossa & Drachen, 2009). These patterns might be related to specific orientations to learning (see Boekaerts & Simons (2010) for a discussion of motives and motivations for learning). There are two different ways people respond to challenges. Some people see them as opportunities to perform - to demonstrate their talent or intellect. Others Discussion and reflection ! 173 see them as opportunities to master - to improve their skill or knowledge (Dweck, 1986). While a performance orientation improves motivation for easy challenges, it drastically reduces it for difficult ones. And since most work worth doing is difficult, it is the mastery orientation that appears to be correlated with academic and professional success, as well as self-esteem and long-term happiness. This also means that the patterns show the level of professional skills, provided the game mechanics are focused on this. This would imply that when games are applied to learn, for instance a language or mathemathics, and when the diversity among students found in our results is acknowledged these games should be single player. In order to elaborate on this conclusion, I will first go back to the origins of interactive media and subsequently relate these to a perspective on learning. The concept of interactive media, originally labelled 'hypertext', was developed by two different people who take two views on the user: an individual or a member of a community (see also Bardini, 1997 and Lister, et al., 2005). Engelbart saw the future use of interactive media as enabling free association. Nelson on the other hand, approached hypertext as a possible tool for connection with a community, which is related to collaboratively (in a network) creating a guided association. These two aspects of interactive media, the individual free association and the collaborative-guided association resonate with an approach to learning as expressed by Sfard (1989). Sfard discusses two main metaphors found in education: the metaphor of acquisition and the metaphor of participation. Acquisition is related to more traditional ways of teaching where an individual has to acquire knowledge and skills. Association and receiving are among the characteristics of this metaphor. Participation on the other hand is related to active learning together with and from peers. The binaries of association versus connection and acquisition versus participation are related to the distinction between individual and community. Sfard argues that education should opt for a combination of acquisition and participation, which I perceive as that learning in educational contexts should proceed in balanced waves of individual acquisition and groupwise participation. These balanced waves would imply a broader learning context in which games address the individual acquisition while taking into account the diversity in interactive media experiences 174 ! Chapter 7 and preferences of students. In order to understand how the diversity among students can be addressed, the black box of the game has to be opened. Opening up the black box of digital games shows three main parts: mechanics, dynamics and aesthetics (Hunicke, LeBlanc, & Zubek, 2006). The mechanics are the procedures that define the player's assignment. Game mechanics usually have a form such as 'find ways to collect all tokens without getting caught by opponents'. This resembles the learning goals in a course or curriculum module. The dynamics of a game define how the goal should be reached, which resembles the form of a learning assignment. An important aspect of dynamics are feedback loops: the player needs to know where he is, what his short time goals are and what the general purpose of the game is. Good games provide all this information anytime during gameplay. However, hardcore gamers are more experienced in assessing this information compared to non-gamers or casual gamers. Game aesthetics provide a certain experience or emotion, such as fellowship, dramatic tension or happiness. This of course resembles the context for assignments. A synergy between mechanics, dynamics and aesthetics allows a designer or teacher to direct the player through the environment and thus shape the acquisition, regardless of his former interactive media experience. Clegg argues that the educational context that envelops gaming is a more important predictor of learning than the game itself. "Specifically, how the game is contextualized, the kinds of cooperative and collaborative learning activities embedded in gameplay, and the quality and nature of debriefing are all critically important elements of the gaming experience" (Squire, 2002). This would plea for a metagame of which the digital game is only a part. As part of a metagame digital games can contribute to the growth of students' epistemic frames (Shaffer, 2006) because they can uncover patterns of thought. The metagame gives space for individual acquisition by means of the digital game and it gives space for groupwise 'participation' in the world outside. I regard investigating metagames very significant for future research on the application of interactive media as learning tools. Central to this research should be the diversity in interactive media practices among students. Discussion and reflection ! 175 9. Conclusion The important diversity found in young people's interactive media practices is the main message of this thesis. Further research on this diversity is needed, especially from a longitudinal perspective. Sociologically, we need to study the extent to which these differences resemble sub-cultures. In view of media studies, we need to elaborate on the difference between friendship-driven and interest-driven participation. From the perspective of educational sciences, these investigations should start from the concept of a learning ecology. 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In boeken en journalistieke en wetenschappelijke artikelen werden de mogelijke gevolgen van dit gebruik besproken. Vaak werden deze mogelijke gevolgen gekoppeld aan de toekomst van leren en het onderwijs. De boeken en artikelen droegen bij aan een discussie die bekend werd als het 'Netgeneratie-debat'. Dit debat startte in 1998, toen de term 'Net generation' werd bedacht. Door het Netgeneratie-debat gingen docenten nadenken over de toepassing van internet en games als leermiddel. Vaak werd het debat ook geïnterpreteerd als een oproep tot radicale onderwijsvernieuwing. Deze interpretatie was gebaseerd op de aanname dat door hun intensieve gebruik van interactieve media, jongeren anders zouden gaan denken en leren dan voorgaande generaties. Soms werd zelfs geclaimd dat de hersenen van jongeren zouden veranderen door het intensieve gebruik van interactieve media. De publicaties in het Netgeneratie-debat bestonden zelden uit grootschalige empirische studies waarin onderzoek werd gedaan naar het feitelijke gebruik van interactieve media, de mogelijke gevolgen hiervan of de sociale achtergronden van jongeren. Desondanks werden de resultaten van deze onderzoeken door journalisten en docenten op grote schaal overgenomen. Dit leidde ertoe dat docenten en beleidsmakers problemen voorzagen in het aanspreken en uitdagen van toekomstige leerlingen en studenten. Zo werd in beleidsplannen van een aantal Nederlandse hogescholen gesteld dat studenten vanaf 2010 op een andere manier benaderd zouden moeten worden als gevolg van hun vaardig en ervaren gebruik van interactieve media. Het ontbreken van empirische gegevens, gecombineerd met de grote belangstelling onder docenten, maakte het zinvol om in een promotie-onderzoek aandacht te besteden aan het gebruik van interactieve media onder hedendaagse jongeren. Dit proefschrift heeft daarom als doel om een wetenschappelijke beschouwing te geven op de relatie tussen jongeren en interactieve media in het perspectief van mogelijke gevolgen voor het onderwijs. In deze beschouwing leggen we de nadruk op het huidig gebruik van interactieve media onder jongeren en de mogelijke gevolgen van dit gebruik voor onderwijs. We combineren deze nadruk met een kritische houding ten aanzien van de toepassing van interactieve media als leermiddel in het onderwijs. Samenvatting in het Nederlands ! 183 De centrale vraag voor deze dissertatie is als volgt geformuleerd: Hoe gebruiken jongeren interactieve media in de hedendaagse Westerse samenleving? In deze vraagstelling omvat 'gebruik' de frequentie van gebruik, het type interactieve media activiteiten, alsmede de meningen en motieven die met dit gebruik samenhangen. We verwachtten diversiteit onder jongeren te vinden met betrekking tot het repertoire van ervaringen, verhalen, programma's en manieren om problemen aan te pakken in relatie tot interactieve media. Wanneer een groep mensen een dergelijk repertoire deelt, wordt dat ook wel gezien als een 'praktijk ('practice', zie Wenger, 1998). De diversiteit in interactieve media praktijken kan beschreven worden in termen van bronnen, achtergronden, motieven en patronen. Deze aspecten volgen uit het idee dat mensen zich op een natuurlijke manier organiseren in netwerken van gelijkgestemden. In deze netwerken leren mensen door middel van 'participatie' ('participation', zie Lavé & Wenger, 1991), wat vervolgens leidt tot een natuurlijke ontwikkeling van praktijken. We verwachtten dat deze ontwikkeling van praktijken resulteert in een groepering van a) interactieve media en b) meningen en voorkeuren gerelateerd aan deze media. Vervolgens verwachtten we ook dat deze groepering beïnvloed zou worden door vrienden en familie en door achtergrondfactoren als onderwijsniveau en geslacht. Om dit te onderzoeken formuleerden we een aantal deelvragen, waarbij iedere vraag de basis vormde voor een studie in deze dissertatie. Als eerste wilden we weten hoe jongeren ertoe komen om interactieve media te gaan gebruiken: Wat motiveert jongeren in de hedendaagse Westerse samenleving om interactieve media te gebruiken? Vervolgens gebruikten we de gevonden motieven als perspectief om het bestaan van diversiteit in het feitelijke gebruik van interactieve media te onderzoeken: Kunnen patronen gevonden worden in het gebruik van en in de meningen over interactieve media onder jongeren? Hierna onderzochten we de achtergrondfactoren die bijdragen aan de gevonden diversiteit: Hoe dragen achtergrondfactoren en meningen bij aan de intensiteit in interactieve media gebruik? Tenslotte hebben we met het geheel van motieven, patronen en achtergrondfactoren de bronnen van interactieve media gebruik onder jongeren onderzocht: Wat is de oorsprong van diversiteit in interactieve media gebruik? Uit het onderzoek ontstond een beeld van het gebruik van interactieve media onder jongeren. Dit beeld vormt de wetenschappelijke relevantie voor dit proefschrift. Dit proefschrift past daarmee in een groeiend aantal empirische studies over jongeren en hun gebruik van interactieve media. Echter, de meerwaarde van dit 184 ! Samenvatting in het Nederlands proefschrift ligt in de diversiteit aan analysemethoden die zijn toegepast op een grote onderzoekspopulatie bestaande uit leerlingen afkomstig uit een brede leeftijdsgroep en diverse onderwijs niveaus. De praktische relevantie van deze studie komt voort uit de analyse van mogelijke gevolgen voor het onderwijs in het licht van de deelvragen. Hedendaagse studenten en leerlingen brengen hun kennis van en ervaring met interactieve media en hun sociale netwerken mee naar school. Om het onderwijs hierop aan te laten sluiten moeten docenten en onderwijskundigen kennis hebben van het dagelijks leven van jongeren zoals dat wordt gevormd door hun gebruik van interactieve media. We voerden ons onderzoek uit op het grensvlak van drie disciplines: sociologie, (interactieve) media studies en onderwijskunde. Het combineren van deze drie disciplines leverde meerwaarde omdat we op deze manier de onderzoeksvragen konden beantwoorden in termen van zowel gebruik van interactieve media, als de daarmee samenhangende meningen en voorkeuren, als de mogelijke gevolgen van dit gebruik voor het onderwijs. In de eerste studie bespraken we de aannames uit het Netgeneratie-debat en hun plaats in de literatuur. De belangrijkste aanname in dit debat is het bestaan van een nieuwe generatie leerlingen die anders is dan eerdere generaties met betrekking tot het gebruik van interactieve media. Wij bekritiseerden deze aanname door het huidige gedrag van jongeren te plaatsen in het kader van de hedendaagse laatmoderne samenleving. Met het concept van de laat-moderne samenleving als beginpunt, formuleerden we onze onderzoeksvraag over de motieven voor interactieve media gebruik. Deze vraag beantwoordden we door het bespreken van de richtinggevende begrippen ('sensitizing concepts', zie Blumer, 1954) 'onveiligheid' ('insecurity', zie Giddens, 1993), reflexiviteit ('reflexivity', zie Giddens, 1993), en ruimtes van verbondenheid ('affinity spaces', zie Gee, 2004). Met behulp van deze begrippen konden we begrijpen hoe in de hedendaagse samenleving het menselijk gedrag beïnvloed wordt door een krachtenveld tussen traditie en vernieuwing. We concludeerden dat jongeren interactieve media in toenemende mate gebruiken om hun sociale ruimte ('social space', zie Bourdieu, 1984) en culturele ruimte ('cultural space', zie Elchardus & Glorieux, 2002) vorm te geven. Deze specifieke toepassing beschouwen wij als de sociale en culturele functies van interactieve media. Samenvatting in het Nederlands ! 185 Vervolgens concludeerden we dat vervolgonderzoek zich zou moeten toeleggen op zowel de motieven voor interactieve media gebruik, alsook het gebruik zelf. In de tweede studie, gepresenteerd in hoofdstuk 3, toonden we de eerste resultaten van een empirisch onderzoek naar het gebruik van interactieve media onder jongeren. Omdat menselijk gedrag binnen beperkte grenzen tot variaties leidt, verwachtten we een patroon te vinden in het interactieve media gebruik onder jongeren. We onderzochten het bestaan van deze patronen met een survey onder 181 Nederlandse leerlingen tussen 10 en 23 jaar en afkomstig van een groot aantal onderwijsniveaus. Met behulp van clusteranalyse onderscheidden we vier groepen van gebruikers, namelijk Traditionalisten, Gamers, Netwerkers en Producenten. We vonden ook vier typen gebruik van interactieve media, namelijk consumeren, spelen, uitwisselen en creëren. Met deze beschrijving van gebruikers en gebruik verkregen we een genuanceerd beeld van de zogenoemde 'Netgeneratie'. De resultaten waren dusdanig interessant, dat we het onderzoek herhaald hebben met een grotere groep Nederlandse leerlingen en studenten. Het vervolgonderzoek, gepresenteerd in hoofdstuk 4, bespreekt patronen in het gebruik van interatieve media gecombineerd met meningen en voorkeuren over deze media. We onderzochten deze patronen met een survey onder 2138 leerlingen en studenten tussen 9 en 23 jaar en afkomstig van alle opleidingsniveaus tussen basisschool en hbo. Met behulp van confirmatieve factor analyse vonden we wederom vier categorieën van gebruik: interacteren, uitwisselen, spelen en creëren. De categorie 'interacteren' omvat de traditionele internetactiviteiten gericht op het consumeren en uitwisselen van informatie, zoals e-mail versturen, over het web surfen, informatie zoeken en MSN gebruiken. De categorie 'uitwisselen' bestaat uit allerlei soorten van sociale-netwerkactiviteiten. De categorie 'spelen' bestaat uit games en gerelateerde toepassingen waarbij gebruikers een rol spelen op een virtueel toneel. De laatste categorie, 'creëren', bestaat uit activiteiten die te maken hebben met de productie van interactieve media inhoud. Vervolgens hebben we met clusteranalyse vier categorieën gebruikers gevonden die vergelijkbaar zijn met de voorgaande studie. Er is een groep basisgebruikers die voornamelijk met 'interacteren' bezig zijn. We noemden hen 'Traditionalisten'. We vonden ook een kleine groep die relatief intensief gebruik 186 ! Samenvatting in het Nederlands maakt van alle soorten interactieve media activiteiten. We noemden hen 'Producenten'. Vervolgens vonden we twee groepen die op een doorsnee manier de techniek gebruiken. Een groep noemden we 'Gamers'. Deze groep heeft een voorkeur voor het spelen van games. En de andere groep, 'Netwerkers', heeft een voorkeur voor 'uitwisselen'. Alle groepen verschillen significant van elkaar in het gebruik van soorten interactieve media, hoewel ze allemaal intensief gebruik maken van de traditionele interactieve media. De gevonden diversiteit toont docenten dat voorzichtigheid gewenst is bij de toepassing van interactieve media als leermiddel. De gegevens verzameld in de survey studie hebben we in hoofdstuk 5 vervolgens verder geanalyseerd met behulp van multilevel analyse. Op deze manier hebben we de achtergronden van het interactieve media gebruik van jongeren bestudeerd op het niveau van leerling, klas en school. De resultaten toonden dat de intensiteit in interactieve media activiteiten varieert onder invloed van geslacht, begeleiding door ouders, het bezit van apparatuur en voorkeuren voor specieke interactieve media. Opleidingsniveau bleek niet van invloed te zijn. Nadat het gebruik van interactieve media in kaart was gebracht, inclusief bijbehorende achtergrondfactoren, keken we in hoofdstuk 6 naar de oorzaken van het gebruik. Met behulp van een kwalitatief onderzoek onder elf middelbare school leerlingen onderzochten we hoe de interesse voor bepaalde soorten interactieve media ontstaat. Tevens onderzochten we hoe jongeren hun eigen gebruik ervaren in relatie tot anderen. We pasten hierbij drie methoden toe. Allereerst voerden we semi-gestructureerde interviews, waarbij slechts basisthema's vooraf werden bedacht en het verloop van het gesprek door de leerling werd bepaald. Tevens lieten we de leerlingen vertellen over hun gebruik van interactieve media door ze op een computer hun favoriete sites of games te laten tonen. Tenslotte hebben we de leerlingen 'moodboards' getoond van alle vier de soorten interactieve media gebruikers. Hierbij werden de leerlingen gevraagd wat voor soort mensen dit volgens hen waren en hoe ze zichzelf ten opzichte van die mensen zagen. De resultaten toonden dat naaste vrienden en familie ('peers') van belang zijn bij het ontstaan van belangstelling voor specifieke soorten interactieve media. Vervolgens leren jongeren deze media te gebruiken door zelf uit te proberen, door informatie te 'Googelen' of door vrienden om hulp te vragen. Ondanks dat de Samenvatting in het Nederlands ! 187 ondervraagde leerlingen geen duidelijk beeld van hun eigen 'interactieve media identiteit' konden geven, waren ze goed in staat om de programma's, identiteiten en praktijken van andere interactieve media gebruikers te geven. Ondanks dat sommige leerlingen positief denken over de inzet van interactieve media in het onderwijs, gaven ze allemaal aan dit te willen combineren met projecten en uitleg door docenten. In het laatste hoofdstuk van dit proefschrift keek ik terug op het onderzoek. Ik deed dit door te reflecteren op de theoretische benadering, de toegepaste methodes, de resultaten, openstaande vragen voor toekomstig onderzoek en de betekenis voor het onderwijs van deze studie. Bij dit laatste onderdeel ging ik dieper in op de toepassing van games als leermiddel. De theoretische benadering bestond uit een samenspel van sociologie, media studies en onderwijskunde. Deze benadering maakte het mogelijk om het fenomeen van interactieve media praktijken onder jongeren van verschillende kanten tegelijkertijd te bekijken en te beschrijven. Naast een interdisciplinaire theoretische benadering is een combinatie van methoden gebruikt om de verzamelde data te analyseren. Ik kwam tot de conclusie dat deze methoden bijgedragen hebben aan een gerichte exploratie van het interactieve media gebruik onder jongeren. Vervolgens benadrukte ik dat de resultaten in dit proefschrift niet als nieuwe alomvattende waarheid gezien moeten worden, maar slechts als richtinggevend voor het nadenken over de toepassing van interactieve media in het onderwijs. De resultaten zijn namelijk aan verandering onderhevig, als gevolg van technische ontwikkelingen en de ontwikkeling in het gebruik van interactieve media. De reflectie op theorie, methoden en resultaten, leidde tot een overzicht van openstaande vragen en suggesties voor verder onderzoek. Zo besprak ik de in het sociaal wetenschappelijk domein vaak gehoorde oproep tot meer onderzoek, kwalitatief onderzoek en longitudinaal onderzoek. Daarnaast kwamen belangwekkende thema's aan de orde zoals de convergentie van media, het bestaan van subculturen onder jonge interactieve media gebruikers en de effectiviteit van interactieve media in een onderwijscontext. Tot slot van het reflectiehoofdstuk keek ik naar de betekenis voor het onderwijs van dit onderzoek. Ik kwam daarbij tot de conclusie dat deze studie past in een groeiende stroom van onderzoek die steeds genuanceerder het gebruik van interactieve media onder jongeren beschrijft. Dit 188 ! Samenvatting in het Nederlands geeft de onderwijspraktijk aanknopingspunten om de inzet van deze media als leermiddel gericht te overdenken. Om het onderwijs hierbij verder van dienst te zijn presenteer ik een aantal criteria die van belang zijn bij de ontwikkeling en selectie van games als leermiddel. De gevonden diversiteit in het interactieve media gebruik van jongeren is de belangrijkste boodschap van dit proefschrift. Vervolgonderzoek, met name vanuit een longitudinaal perspectief is noodzakelijk. Hierbij is het van belang te bestuderen hoe de gevonden diversiteit samenhangt met jeugdsubculturen. Daarnaast is het van belang de drijfveren voor gebruik verder te analyseren. Dit onderzoek dient te beginnen bij de idee dat jongeren in hun dagelijks leven terechtkomen in veel verschillende leefwerelden waarin ze altijd leren. Dit betekent dat docenten en scholen moeten beseffen dat leerlingen ook buiten school leren en dus rekening moeten houden met de buiten school opgedane ervaringen, voorkeuren en identiteiten. Het is hierbij van belang dat docenten a) rekening houden met de ontwikkeling van diversiteit onder studenten en b) de ervaringen en voorkeuren van studenten aanspreken met op-maat opdrachten of brede leercontexten, al dan niet met toepassing van interactieve media. Samenvatting in het Nederlands ! 189 Referenties Blumer, H. (1954). What is Wrong with Social Theory. American Sociological Review, 19, 3-10. Bourdieu, P. (1984). Distinction, A social critique of the judgement of taste. London: Routledge. Elchardus, M., & Glorieux, I. (Eds.) (2002). De symbolische samenleving. [The symbolic society] Tielt: Lannoo Gee, J.P. (2004). Situated Language and Learning: A critique of traditional schooling. New York: Routledge. Giddens, A (1993). The Consequences of Modernity. Cambridge: Polity Press. Lavé, J. and Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge: Cambridge University Press. Wenger, E. (1998). Communities of Practice: Learning, meaning, and identity. Cambridge: Cambridge University Press. Curriculum Vitae ! 191 Curriculum Vitae Antoine van den Beemt was born on December 24th 1967 in Breda (The Netherlands). In 1988 he completed his secondary schooling at the Mencia de Mendoza lyceum in Breda. He graduated in Sociology at Tilburg University in 1994. His thesis discussed social action in virtual environments. During his undergraduate program Antoine was member of several university councils, editor of a studentjournal and chairman of the Tilburg Sociology Students Association (Versot). He studied in the United States at North Western State University, Louisiana, and did research on CSCW at Lancaster University in the United Kingdom. In 1995 he received his master's degree in Science & Technology Studies from Maastricht University. His master's thesis focused on the role of theory in the practice of interface design. Since 1995 Antoine has been studying youths and their use of interactive media for leisure and learning. He did this as a teacher at Utrecht School of Arts and Avans University of Applied Sciences, as a researcher at Tilburg University and as a consultant and developer of interactive media. In 2006 Antoine started his PhD project on youth culture, interactive media and learning. He presented his work during numerous seminars and workshops and at both national (ORD, Nationaal e-Learning Congres, Nationaal Onderwijs Congres) and international conferences (EARLI/PBPR, JURE, NLC). Currently Antoine works at Fontys University of Applied Sciences. His research focuses on the relation between learning and young people's interactive media use. Publications ! 193 Publications Articles in international peer-reviewed journals Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010). The use of interactive media among today's youth: results of a survey. Computers in Human Behavior. Vol 26, 1158-1165. DOI: 10.1016/j.chb.2010.03.022 Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010). Considering young people's motives for interactive media use. Educational Research Review. DOI: 10.1016/j.edurev.2010.06.002 Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2010). Patterns of interactive media use among contemporary youth. Journal of Computer Assisted Learning. Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (in press). Pathways in interactive media practices among young people. Learning, Media and Technology. Van den Beemt, A., Akkerman, S., Den Brok, P., & Simons, P.R.J. (2010). Student characteristics contributing to interactive media use. Manuscript submitted for publication Conference papers Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2007, November). What happens outside the classroom? Paper presented at the Earli PBPR conference, Maastricht, The Netherlands. Van den Beemt, A., Akkerman, S. , & Simons, P.R.J. (2008, June). How do young people use interactive media? Paper presented at the Onderwijs Research Dagen (Educational Research Conference), Eindhoven, The Netherlands Van den Beemt, A., Akkerman, S. , & Simons, P.R.J. (2009, August). Patterns of interactive media usage among today’s youth: Results of a survey. Paper presented at the JURE/EARLI conference, Amsterdam, The Netherlands. 194 ! Publications Conference papers (cont'd) Van den Beemt, A., Akkerman, S. , & Simons, P.R.J. (2010). Diversity in interactive media use among Dutch youth. In: Dirckinck-Holmfeld L, Hodgson V, Jones C, McConnell D & Ryberg T (Eds.) Proceedings of the 7th International conference on Networked Learning. May 2010, Aalborg, Denmark. Book reviews Van den Beemt, A. (2008). Mark Poster - Information Please [Review of the book Information please: Culture and politics in the age of digital machines]. Visual Studies, Vol. 23, No. 1, April 2008 Poster presentations Van den Beemt, A. (2007, October). What happens outside the classroom? Poster presented at Fontys conference Research and Education, The Netherlands Reports Van den Beemt, A., Akkerman, S., & Simons, P.R.J. (2009). Jongeren en interactieve media: diversiteit in het gebruik van interactieve media onder jongeren. [Youth and interactive media: diversity in the use of interactive media among young people] Zoetermeer: Kennisnet.