Friday, November 30, 2007

Facebook changes ad system

Amid growing flak that its new advertising system reduces users' privacy, Facebook made some changes this week. Now users can "opt in" to having their online shopping broadcast to friends; before they had to "opt out" - a problem if they didn't know their purchasing decisions were being broadcast and they were, for example, buying holiday gifts and wanted their friends to be surprised). "The move comes a week after MoveOn.org, the non-profit public policy advocacy group, joined a growing chorus of critics of the new service," the Financial Times reports. Facebook did stop short of allowing users to opt out of the system altogether, the FT added. The system is "part of an effort to boost revenue growth by tapping into the deep social connections between Facebook users" - aimed at making social networking attractive to advertisers by tapping into the viral-marketing idea that friends are influenced by what their peers buy. Among other concerns was that of a University of Minnesota law professor. Citing his view, a New York Times blog asked the question, "Are Facebook's Social Ads Illegal [in New York]?" And consumer privacy advocates are pushing for greater control for consumers of their personal data on the Internet (see this at the Center for Democracy and Technology).

Uninformed game givers

Sixty percent of kids 8-17 expect to 1) get a game they didn't want or a game for a console they don't have, or 2) not get any or all of the games they asked for, according to a study by Weekly Reader Research cited by USATODAY. It also found that 80% of kids said they'd ask for a videogame this holiday season, and 59% for a game console. Their five favorites are Guitar Hero, Mario Party DS, Super Mario Galaxy, My Sims and Halo 3. Key advice for getting the right games, USATODAY says: know what console the child has and know the child's game picks. I would add: Know the games' ratings! Go to ESRB.org to see if a child's pick is age- and maturity-level appropriate. Meanwhile, as the New York Daily News reviews the three top consoles: Nintendo Wii, Xbox 360, and Playstation 3, the Los Angeles Times reports that Microsoft is pushing to broaden the market for Xbox Live and the online gaming it enables. See also "Support for young videogamers," zooming in on what online gaming can be like for tweens and teens.

Related links

  • A mom's change of heart. See this from a mom who went from videogame critic to buyer because of research she read about active videogames.

  • Senators critical on ratings. Four senators, including presidential candidate Hillary Clinton, sent a letter recently to the Entertainment Software Ratings Board calling on it to "review the rating system for video games since Manhunt 2 received an 'M' for Mature" rating instead of an Adults Only one, Information Week reported.

  • WhatTheyPlay.com's giving guide - for parents who want to learn more about game consoles

  • USATODAY's "Joysticks to the world: A videogame Gift Guide" for kids, tweens, teens, adults, and older/casual players

    Readers, your views and stories are always welcome. Email them anytime to anne[at]netfamilynews.org, comment here, or - ideally - post them in our forum at ConnectSafely.org. I sometimes reprint for the benefit of your fellow readers.
  • Real music, fake guitars

    The two hottest videogame (console, not computer) titles of the season, according to the San Francisco Chronicle - Rock Band and Guitar Hero III - are also among the most social. "The fun ramps up considerably with more players." On the other hand, "there's something mildly distressing about living in a society where cash-strapped public schools are more likely than ever to be cutting their music programs, and yet the must-have game of the season teaches you to play a fake guitar" and "the plastic Guitar Hero guitar is pretty much useless around the campfire. (Even as kindling.)" But writer Peter Hartlaub is only half serious (don't miss the wisdom of his distinction between "happiness" and "fun."

    Socializing + gaming: Trend

    For once, 30- and 40-somethings may be leading a trend: the blending of social networking and online games. Some analysts call MySpace and Facebook "massively multiplayer games in disguise," the Daily Globe reports. The article's about sites like Kaneva.com that are "less about skill levels and escapism and more about joining friends and strangers in virtual spaces where chatting, comparing fashions, going dancing — and, yes, slaying monsters — are all options." The Daily Globe describes the experience of "a 41-year-old homemaker" who spends "hours online every day playing Kaneva," a "shopping-and-partying game - where she operates a virtual nightclub and hosts parties - because it helps her interact with people, not provide escape from them as traditional games often do." Both sides see financial gain from this trend, with social sites adding gaming features and game sites adding social ones.

    Thursday, November 29, 2007

    PCs for the world's children

    I've pointed before to stories on the "Give 1, Get 1" program for Americans to help get laptops to kids in third-world countries, but this one in the Washington Post goes in-depth and shows the scope of the challenges. One challenge for the MIT people behind Give 1, Get 1 is competition at home. What Intel and Microsoft are doing to seed new markets around the world, though, is a benefit too. "By the end of the year, Intel [for example] will be running laptop pilot programs in schools in 30 countries with an eye to figuring out what kind of software services, Internet connectivity, local educational content and technical support are needed." There are also projects by Microsoft and NComputing (spinning off of eMachines). But the MIT program is focused more on children's education than on markets, its leaders say. What do they see in it for kids? "[Nicholas] Negroponte and [program president Walter] Bender believe that playing with their own laptops will engage children's intellects, spark creativity and provide an outlet for self-expression." Bender told the Post that, like vaccines, laptops aren't a cure. Vaccines allow bodies to manufacture cures; laptops alow brains to engage in education, to manufacture learning. [See also my earlier post on this.]

    Parental controls improving

    We - parents - are the winners in the "showdown of new parental controls in Apple's Leopard versus Microsoft's year-old Vista," CNET's Stefanie Olsen reports. The reason is, filtering, monitoring, and time-control features are increasingly built in right at the operating-system level on both PCs and Macs now. That means it's all easier for parents to use and tougher for kids to find workarounds (younger kids, anyway). The huge key thing parents need to keep in mind, though, is that the idea of "the family computer" is beginning to fade - at least in the world's wealthier, more connected countries. More and more households have multiple computers, which might require rules restricting kid use to particular computers. But even so, the Web is available on more and more devices, most of them highly portable. It's also available at friends' houses, or course. The friend's house (or public library, or local wireless hot spot, etc.) is probably the No. 1 "workaround" for which no parental-control software you buy or set up works. Even so, Olsen reports, "parents are clearly paying more attention to technology for managing their children's computer use, especially as more kids venture online at younger ages." She cites NPD research showing that "sales of parental control software were up 47.3% percent in the first nine months of 2007 over the same period last year," and some of the top-selling off-the-shelf parental-control products are Enteractive, Microforum, and ContentWatch.

    Parental controls improving

    We - parents - are the winners in the "showdown of new parental controls in Apple's Leopard versus Microsoft's year-old Vista," CNET's Stefanie Olsen reports. The reason is, filtering, monitoring, and time-control features are increasingly built in right at the operating-system level on both PCs and Macs now. That means it's all easier for parents to use and tougher for kids to find workarounds (younger kids, anyway). The huge key thing parents need to keep in mind, though, is that the idea of "the family computer" is beginning to fade - at least in the world's wealthier, more connected countries. More and more households have multiple computers, which might require rules restricting kid use to particular computers. But even so, the Web is available on more and more devices, most of them highly portable. It's also available at friends' houses, or course. The friend's house (or public library, or local wireless hot spot, etc.) is probably the No. 1 "workaround" for which no parental-control software you buy or set up works. Even so, Olsen reports, "parents are clearly paying more attention to technology for managing their children's computer use, especially as more kids venture online at younger ages." She cites NPD research showing that "sales of parental control software were up 47.3% percent in the first nine months of 2007 over the same period last year," and some of the top-selling off-the-shelf parental-control products are Enteractive, Microforum, and ContentWatch.

    Wednesday, November 28, 2007

    Social networking benefits for youth

    The benefits of social networking "can far outweigh the potential dangers," wrote Dr. Brendesha Tynes in the latest issue of the Journal of Adolescent Research. The assistant professor of African American Studies and Educational Psychology at the University of Illinois at Urbana-Champaign further argued that "banning adolescents from social networking sites - if this were even feasible - as well as monitoring too closely might close off avenues for beneficial cognitive and psychosocial development that are available to young people in the online social world," reports the Wilkes University Beacon (in Pennsylvania) about the study. Among the upsides cited in the article were "beneficial cognitive and psychosocial development"; global political and cultural awareness (because many social sites have international memberships); and "perspective-taking, argumentative, decision-making and critical thinking skills."

    Social-networking benefits for youth

    The benefits of social networking "can far outweigh the potential dangers," wrote Dr. Brendesha Tynes in the latest issue of the Journal of Adolescent Research. The assistant professor of African American Studies and Educational Psychology at the University of Illinois at Urbana-Champaign further argued that "banning adolescents from social networking sites - if this were even feasible - as well as monitoring too closely might close off avenues for beneficial cognitive and psychosocial development that are available to young people in the online social world," reports the Wilkes University Beacon (in Pennsylvania) about the study. Among the upsides cited in the article were "beneficial cognitive and psychosocial development"; global political and cultural awareness (because many social sites have international memberships); and "perspective-taking, argumentative, decision-making and critical thinking skills."

    Social site choices & user ethnicity: Study

    Social media researcher danah boyd caught some flak for similar observations last July (see below), but now research at Northwestern University agrees that "college students’ choice of social networking sites is related to race, ethnicity and parents’ education," a PsychCentral.com blog reports. The survey of 1,060 freshmen at the University of Illinois, Chicago (among the US's Top 10 universities with regard to student ethnic diversity) found that white students prefer Facebook, Hispanic students like MySpace, and "Asian and Asian-American students are least likely to use MySpace." That last group are "prodigious users of Facebook" but also like Xanga and Friendster a lot, according to the research, which also found "no statistically significant social networking choices for black students." The study's author, Eszter Hargittai, said in Northwestern University's press release about it: “Everyone points to that wonderful New Yorker cartoon of the dog at the computer telling a canine friend by his side that ‘on the Internet nobody knows you're a dog.' In reality, however, it appears that online actions and interactions should not be viewed as independent of one’s offline identity.” I think the New Yorker cartoon's just from back in Web 1.0 days. [Here's a Wired blog post on the study and my earlier item about danah's observations "Social Web's class divide?"]

    Tuesday, November 27, 2007

    Net-addiction rehab in Korea

    It's South Korea's first "Internet addiction" rehab camp and it may be the first in the world too. The Jump Up Internet Rescue School is "part boot camp, part rehab center [and] resembles programs around the world for troubled youths," the New York Times reports. "Drill instructors drive young men through military-style obstacle courses, counselors lead group sessions, and there are even therapeutic workshops on pottery and drumming." The incredible accessibility of broadband Internet in Korea, where 90% of households are connected even while "dim Internet parlors that sit on practically every street corner" seems to have some associated problems. The Times quotes Korean child psychiatrist Ahn Dong-hyun as saying that "up to 30%" of South Korean children and teens (about 2.4 million) are "at risk of Internet addiction" and American psychiatrist Jerald Block as saying that "up to nine million Americans may be at risk for the disorder, which he calls pathological computer use. Only a handful of clinics in the United States specialize in treating it, he said." The article leads with the story of a 15-year-old patient at Jump Up who'd been spending 17 hours a day online. [For Dr. Block's work in the area of videogames, see "Notable fresh videogame findings."]

    US sex-offender registries: Update

    If anyone wonders how law enforcement people around the US will be handling sex offender registries, see this article in Police Chief magazine. Any day now, the Justice Department will be issuing guidelines on how law enforcement agencies can implement the Adam Walsh Child Protection and Safety Act of 2006, which established "comprehensive standards for sex offender registration and notification" across all 50 states (before it, standards and practices were up to individual states' discretion). The US attorney general's office issued guidelines last May which were then open to public comment, ending August 1. The final guidelines are "expected to be released 60–90 days after closing of the comment period," Police Chief reports. [See also "Young sex offenders" and "Juvenile sex offenders & Net registries".]

    Monday, November 26, 2007

    Web's inventor & the social Web

    ZDNET blogger Dan Farber says the social Web just "reached a new stage of legitimacy" with a recent post by Tim Berners-Lee, the Web's inventor (in 1989, BTW). Berners-Lee says the Web has evolved in people's minds from connecting computers to connecting documents (maybe this was "Web 1.0") to connecting the things those documents are about - from relationships to all manner of interests and activities. For example, Berners-Lee said, "biologists are interested in proteins, drugs, genes. Businesspeople are interested in customers, products, sales. We are all interested in friends, family, colleagues, and acquaintances." Building on that, he later added that "it's not the Social Network Sites that are interesting — it is the Social Network itself. The Social Graph. The way I am connected, not the way my Web pages are connected. We can use the word Graph, now, to distinguish from Web." In his blog post, Farber was making the connection between Facebook founder Mark Zuckerberg's term "social graph," or "the network of connections between people," and Tim Berners-Lee's use of the term.

    Battle against child porn far from over

    Humanity still has a battle ahead in its effort to stop online child pornography, says Ernie Allen, CEO of the National Center for Missing & Exploited Children in a commentary in the Christian Science Monitor. "While inroads have been made in the fight against child pornography, the problem remains severe," he writes. "The Internet has become a child pornography superhighway, turning children into a commodity for sale or trade. Analysts at the National Center for Missing & Exploited Children (NCMEC) have reviewed 9.6 million images and videos of child pornography on the Internet just since 2002. There are millions more such images in cyberspace that we have yet to find. The Internet has become a child pornography superhighway, turning children into a commodity for sale or trade." One of the horrible realities of child porn is that 75% of the photos were taken by people the victim knows - 35% by a parent, 15% by another relative, and 20% by "someone close to the child or the family." Another terrible reality is that the children in the photos circulating the Net are getting younger - Allen writes that 58% haven't reached puberty. He adds that law enforcement agencies and NCMEC have identified almost 1,200 of the children depicted in these photos; NCMEC has "provided more than 12,000 evidence reports to prosecutors and law enforcement officers to assist in prosecutions"; and - thanks to a coalition of financial institutions - the use of credit cards has been "virtually eliminated" from online child-porn transactions.

    Friday, November 23, 2007

    More than 150 friends?!

    The Wall Street Journal's "numbers guy," Carl Bialik, zoomed in on that number - 150 - which many reporters have cited as the limit to the number of personal contacts any human being could possibly sustain. This is when they're writing stories about the lengthy friends lists some teens have amassed in social sites. The 150 comes from the research of Robin Dunbar at Oxford University, "extrapolating from social groups in nonhuman primates and then crediting people with greater capacity because of our larger neocortex, the part of the brain used for conscious thought and language." Ah, got it. So we definitely can sustain more friendships than primates. But, actually, Dunbar himself, Bialik reports, believes that social sites "could 'in principle' allow users to push past the limit." To the professor, the real question is "whether those who keep ties to hundreds of people do so to the detriment of their closest relationships - defined by Prof. Dunbar as those formed with people you turn to when in severe distress." Bialik cites another recent UK survey that found - no huge surprise - friendships really start offline, but "less-close friendships and acquaintanceships, however, also die offline, while the Web can help sustain them" [read the article for examples]. I suspect this is one of the things youth who move far away, go off to college, or graduate and leave behind college friends so appreciate about social networking. There's much more that's thought-provoking in the Journal column - do check it out.

    Applying for college at Facebook

    Yup, it's now possible. I would love to hear from you if high schoolers at your house or school are using Facebook not only to research schools but also to apply. The widget's called College Planner, and its source, Embark.com, says students can research some 5,000 schools and apply to more than 1,000. As a CNET blogger points out, it's hard to imagine that people wouldn't wonder if colleges and universities would take such applications seriously, much less want to share all their academic plans with social-networking peers. As of this writing, only one person has added the widget to his profile (as seen on the College Planner widget page in Facebook). According to a thorough writeup on this in the Yale Daily News, Yale University has "no immediate plans" to join this program. Anyway, if you have any first-hand knowledge of this Facebook feature, email anne(at)netfamilynews.org. Here's the L.A. Times's latest report on Facebook in general.

    Wednesday, November 21, 2007

    UK data security breach & kids

    A massive security breach involving the personal information of "virtually every child in Britain" has occurred in the United Kingdom, The Guardian reports. It "could expose the personal data of more than 25 million people - nearly half the country's population," CBS News reports. The data concerns "families with children, including names, dates of birth, addresses, bank account information and insurance records." Two computer disks containing the data were sent via ordinary mail between two government departments and were apparently lost in the mail. The breach was announced to the House of Commons yesterday by Alistair Darling, Britain's equivalent to our treasury secretary. He said this wasn't the first time Britain's tax agency had experienced such a breach. There was, however, no evidence that the data has fallen into criminal hands. This is a clear illustration of risky it would be to have a national database of children's personal information in the US, which is what would be required in order to establish children's age verification online (for more on this, see "Social networker age verification revisited").

    Tuesday, November 20, 2007

    Librarians: Parents' best friends

    Here's a thought to bookmark, parents of teens: If you have questions about how social networking works or a particular site, a really good person to ask is your local librarian. So many people now log on to their profiles and blogs at public libraries that librarians (and not just youth librarians) have become experts on the subject. See this article in the Bozeman Daily Chronicle, for example. So, either come to our forum, ConnectSafely.org, to talk about social networking online, 24/7, or talk to the social-Web expert at your local library. Some libraries are actually conducting "Social Networking 101"-type classes for parents and other adults looking to learn about the social Web.

    YouTube's push to beat bullying

    YouTube has set up an anti-bullying channel, the BBC reports. The channel "aims to revolutionise how young people access information on how to avoid being bullied and importantly on how to avoid being the person who does the intimidating." Here's YouTube's channel (see also "What does cyberbullying look like?"). It comes at a good time, as the story of a US cyberbullying incident that ended in a young teen's suicide (see NetFamilyNews last week) has been picked up by news media in multiple countries (see these in Google News search). National-level coverage in the US started later last week. ABC News's Good Morning America and NBC's Today Show interviewed the girl's parents, saying local police are concerned about vigilantism against the family that allegedly created the profile of a fictional boy which was reportedly central to the story. Calls for a regulatory response to this case reflect a misunderstanding of how social networking works, but national-level awareness, even indignation (not vigilantism), is an important step toward this society's working toward nationwide public education about bullying on any digital device.

    Monday, November 19, 2007

    What virtual worlds teach kids

    Their effect is not entirely unlike hanging out at the shopping mall in the "real world," is my take-away from reading CNET on researchers' just-released study of kids' virtual worlds. Of course, my characterization is simplistic and on the negative side, but "the inherently commercial nature of virtual worlds like Club Penguin and Webkinz, which encourage kids to play games, dress up online characters, and buy virtual goods to decorate their in-world homes or avatars," seems to send kids the message, they said, that good residents, users, or "citizens" know how to make money (amass points by playing games) and buy the right things (e.g., furniture for your igloo, cute pets, and attractive clothes and accessories, I've found from watching my 10-year-old play in ClubPenguin).

    But there were positives among the findings of researchers at the University of Southern California's Annenberg School of Communication, the recipients of major funding from the MacArthur Foundation for research on young people's use of digital media. "Kids who are active members of virtual worlds are learning how to socialize" and "how to be technologically savvy" - things they'll need when they enter the workplace - as well as "how to be good little consumers," writes CNET's Stefanie Olsen. Important to know, since "more than 50% of kids on the Internet will belong to such an environment by 2012," she reports. Another thing they're learning: the ability to adapt to and move in an environment of constant change. I was particularly interested in one thing Stefanie picked up on: that absorbing information is no longer the most important form of education - it's what to do with information and distinguishing between fact and fiction, i.e. media literacy. An educator said that to me recently: "Our kids know so much more than we did when we were their age. We don't need to fill their brains more. We need to help them manage all they're taking in."

    Back to the consumerism part, The Telegraph tells of ClubPenguin's soon-to-launch, UK-based competitor, MoshiMonsters.com. Gizmodo calls it’s a mashup of Tamagotchi, Pokemon and NintenDogs, and my 10-year-old son calls it "a monster version of Neopets." And - because it plans to sell Moshi Monster charms, it looks like there'll be comparisons to Webkinz.com too. In any case, most appear to have aspects of this formula: games or puzzles to earn currency that buys things for an avatar that's sometimes real, sometimes virtual, sometimes both.

    What virtual worlds teach kids

    Their effect is not entirely unlike hanging out at the shopping mall in the "real world," is my take-away from reading CNET on researchers' just-released study of kids' virtual worlds. Of course, my characterization is simplistic and on the negative side, but "the inherently commercial nature of virtual worlds like Club Penguin and Webkinz, which encourage kids to play games, dress up online characters, and buy virtual goods to decorate their in-world homes or avatars," seems to send kids the message, they said, that good residents, users, or "citizens" know how to make money (amass points by playing games) and buy the right things (e.g., furniture for your igloo, cute pets, and attractive clothes and accessories, I've found from watching my 10-year-old play in ClubPenguin).

    But there were positives among the findings of researchers at the University of Southern California's Annenberg School of Communication, the recipients of major funding from the MacArthur Foundation for research on young people's use of digital media. "Kids who are active members of virtual worlds are learning how to socialize" and "how to be technologically savvy" - things they'll need when they enter the workplace - as well as "how to be good little consumers," writes CNET's Stefanie Olsen. Important to know, since "more than 50% of kids on the Internet will belong to such an environment by 2012," she reports. Another thing they're learning: the ability to adapt to and move in an environment of constant change. I was particularly interested in one thing Stefanie picked up on: that absorbing information is no longer the most important form of education - it's what to do with information and distinguishing between fact and fiction, i.e. media literacy. An educator said that to me recently: "Our kids know so much more than we did when we were their age. We don't need to fill their brains more. We need to help them manage all they're taking in."

    Back to the consumerism thing, The Telegraph tells of ClubPenguin's soon-to-launch, UK-based competitor, MoshiMonsters.com. Gizmodo calls it’s a mashup of Tamagotchi, Pokemon and NintenDogs, and my 10-year-old son calls it "a monster version of Neopets." And - because it plans to sell Moshi Monster charms, it looks like there'll be comparisons to Webkinz.com too. In any case, most appear to have aspects of this formula: games or puzzles to earn currency that buys things for an avatar that's sometimes real, sometimes virtual, sometimes both.

    UN to target Net predators

    One of the outcomes of the United Nations' recent Internet governance conference in Rio de Janeiro was a call to protect young Net users from predation. "The meeting, which was attended by more than 1300 representatives of governments, the private sector and the internet from 109 countries, centered on keeping children safe from pedophiles lurking on the internet," Australian IT reports. Participants said that there were disagreements on a lot of topics at the meeting, but not on this one. The Council of Europe's representative called on countries to join a convention toward greater international cooperation on catching online predators. Another principal topic of discussion was the digital divide, since only about 1 billion, or 20% of the world's population have Net access," the Associated Press reports. Less than 4% of Africans have access, for example. But the AP cites figures from conference organizers showing that, in the past decade, Net use has risen from 5% to 35% in "the less-well-off nations that hold nearly three-fourths of the world's population." Later this week, Stephen Balkam, head of the London- and Washington-based Family Online Safety Institute, offered his perspective on the Rio conference at the Huffington Post (see also his "The politics of fear" in our forum site, ConnectSafely.org).

    Friday, November 16, 2007

    Extreme cyberbullying: US case comes to light

    Unlike other extreme cyberbullying cases I've written about, this one occurred in the US and ended in a teenager's suicide. In this case, covered this week in a suburban newspaper in the St. Louis area, Megan Meier, 13, committed suicide allegedly because a 16-year-old boy had changed his mind and no longer wanted to be her friend. It was a cyberbullying case because the "relationship," from beginning to end, was conducted entirely online. Adding to the tragedy, the "boy" never existed. As in the New Zealand cases, the "owner" of the social-networking profile around which the "relationship" developed was a fictional character.

    What's different about this case - and what makes it even more perplexing - is that the cyberbully, the creator of the fictional profile and relationship, was an adult. The mother of a teenage girl who had parted ways with Megan allegedly created a MySpace profile for "Josh." The story she made up - because, she told the paper, she wanted to see what Megan would say about her daughter online - was that "Josh" was new in town, being home-schooled, came from a "broken home," and had no phone number. Helped by her daughter and another teenage girl, the mother reportedly had this fictitious boy contact Megan through her MySpace profile and ask her to "friend" him. The girl, who had been diagnosed with attention deficit disorder and struggled with being overweight, reportedly was thrilled - for the six weeks last fall that the Josh profile's creators led her on. She committed suicide on Oct. 16, 2006.

    No criminal charges have been filed, the Suburban Journals reports, and the parents "do not plan to file a civil lawsuit." A police report has been filed, but local law enforcement told the paper there was no charge that fit the case. There was a brief FBI investigation, the Journals reports. It spoke of problems the FBI had accessing content on the family's hard drive, but it didn't mention whether the FBI contacted MySpace with a subpoena for evidence on its servers. The town's working on making online harassment a crime, a "Class B misdemeanor," the Journals reported separately, "punishable by 90 days in jail and/or a $500 fine." At the state level, that would be a Class A misdemeanor, possibly leading to a year's imprisonment and/or a $1,000 fine, the Journals added. Missouri State Rep. Cynthia Davis, R-19th District, of O'Fallon (Mo.) said she would explore proposing state legislation but acknowledged that cyberbullying is a problem that goes well beyond town, state, and even national jurisdictions.

    The case could eventually have national implications, starting at least with raising public awareness. The hundreds of individual responses posted below the article fill about 90% of the Web page, and the story apparently has caught national media attention - CNN was to interview Megan's parents this week, the Journals said. SuburbanJournals.com added that local officials said they would call on the federal government to address cyberbullying.

    Related links

  • On the latest US cyberbullying research by the Pew Internet and American Life Project
  • "Cyberethics training needed"
  • Various aspects of the cyberbullying problem
  • "'eBullies': Coping with cyberbullying"
  • "Predators vs. cyberbullies: Reality check"
  • "Extreme cyberbullying: 2 cases"
  • Cyberbullying & Cyberthreats: Responding to the Challenge of Online Social Aggression, Threats, and Distress, by Nancy E. Willard of the Center for Safe & Responsible Internet Use
  • Cyberbullying.ca - a help site by award-winning Canadian educator Bill Belsey
  • Cyberbullying.us - a research site by Profs. Sameer Hinduja Florida Atlantic University and Justin Patchin at University of Wisconsin-Eau Claire.
  • Japan's cyberbullying problem

    Bullying can be 24/7 in Japan too, but there it's as much over the phone as on the Web in this country where 96% of high school students have mobile phones. Reuters cites the experience of now 19-year-old Makoto, who stopped going to school it was getting so bad. But even after that he "became anorexic and rarely emerged from his room for nearly half a year," and he attempted suicide twice. Reuters adds that "the problem drew public attention in July, when an 18-year-old boy leapt to his death at his high school in Kobe, in western Japan, after classmates posted a nude photo of him on a Web site and repeatedly sent him emails demanding money." Meanwhile, the Associated Press reports that Disney is partnering with Softbank, Japan's No. 3 mobile carrier, to offer cellphones complete with Disney content and services for kids in that country.

    Thursday, November 15, 2007

    For videogamers' parents

    Less than half - 43% - of parents of kids who play video games play them with their children, the Associated Press reports, citing a just-released AOL/AP survey. "Overall, the survey highlighted how pervasive - yet age-related - interest in electronic gaming is today." The survey found that 81% of children 4-17 play computer or video games at least occasionally, compared with 38% of adults. As for those parents who aren't familiar with the games their children play, there's an alternative. They can read reviews of the games at a new site called WhatTheyPlay.com, which is a great idea. Surprisingly, a Los Angeles Times article about the site makes no mention of another helpful service for parents of videogamers: ESRB.org, where they can look up any game's rating (the site of the Entertainment Software Rating Board). Type a game's title into its search engine box - e.g., Halo 3 - and its rating will turn up (for this one, it's "M" for "Mature," for violence and blood and gore). The ratings guide adds a little detail, e.g., the appropriate-age recommendation for M games: 17+.

    Videogames: Great teachers for good & bad

    They are very effective teaching tools, a new study found, including for teaching aggression. "Students who played multiple violent video games actually learned through those games to produce greater hostile actions and aggressive behaviors over a span of six months," reports Science Daily, citing a study of almost 2,500 young people - "Violent Video Games as Exemplary Teachers: A Conceptual Analysis" - to be published soon in the Journal of Youth and Adolescence. It worked with 430 kids in grades 3-5, 607 in grades 8 and 9, and 1,441 students with an average age of 19, assessing "aggressive thoughts and self-reported fights, and their media habits - including violent video game exposure. Teachers and peers were also asked to rate the participants' aggressive behavior." With the grade-school students, "playing multiple violent videogames increased their risk of being highly aggressive … by 73%, when compared to those who played a mix of violent and non-violent games, and by 263% compared to those who played only non-violent games." The study's authors are father and son J. Ronald Gentile, distinguished teaching professor emeritus of educational psychology at the University of Buffalo, State University of New York, and Douglas Gentile, assistant professor of psychology at Iowa State University. At the University of Victoria in Canada, researchers Kathy Sanford and Leanna Madill have some comments on the kinds of literacy videogames can teach.

    Wednesday, November 14, 2007

    Bebo's part in differentiation trend

    Bebo stands out as a great example of how social sites are differentiating themselves. It's moving from being purely about social networking to being a social-media platform, as The Guardian puts it. For one thing, the site (based in San Francisco but huge in the UK, with 10.7 million "regular users" there), it's specializing in social TV - a kind of hybrid of reality TV and social networking. "A new reality series from Big Brother producer Endemol follows the fortunes of six young people as they travel the world," The Guardian reports. "But you won't find it on BBC 3 or Channel 4. The Gap Year is online social network Bebo's third original content commission in six months; part of a bold strategy raising eyebrows among programme-makers and broadcasters." This is different from other social sites, which generally host user-generated ("amateur") video, TV supplied by traditional programmers, or advertiser-produced video. What Bebo offers is attractive to both young users, who like to be involved in the programming - to customize it, in a way - and to advertisers, who can get closer to "viewers" (or, in effect, "co-producers") than ever before. The Financial Times quotes Bebo international president Joanna Shields as saying that other social sites are more like a communications device, while Bebo is more like a media player. The service is also partnering with traditional media companies, the FT says. "Bebo’s Open Media initiative will allow companies such as the BBC and CBS to make their video content available on Bebo’s site, using their own media players and selling their own advertising around the content if they wish." Here's coverage from a CNET reporter's blog too.

    Sex-trafficking in Canada, US

    This story about sex trafficking in the Edmonton Sun is not about teen social networkers, it's about adults. But I'm including it this week as an extreme example of how vulnerable young people whose brains aren't fully developed can be found online, then victimized (prefrontal cortexes, or the executive part of brains, aren't developed till we're in our early 20s - see this at the US's National Institute of Mental Health). Edmonton "city cops are investigating two suspected human-trafficking rings believed to be part of an international network that enslaves hundreds of young Albertans each year, many of whom are forced into the sex trade in Las Vegas," the Sun reports. A police officer told the Sun that, though human-trafficking groups have operated in western Canada for "at least 20 years," they're now recruiting on social-networking sites too, "choosing naïve or vulnerable victims for 'grooming' who are right around 18 years old in order to avoid detection by authorities looking for predators after underage kids." [See also "How to recognize grooming" and "Profile of a teen online victim."]

    Tuesday, November 13, 2007

    Clear-eyed look at Net risks

    Rarely do we see balanced reporting on the subject of children's online safety. So it was good to see USATODAY's Janet Kornblum looking at both the real risks and the misconceptions that have developed about how teens are victimized online. Not that dangers don't exist, but "some worry that parents are falling victim to 'predator panic' and overreacting to unlikely dangers, unintentionally turning children off to safety messages altogether," she reports. She also cites the view from the Crimes Against Children Research Center at the University of New Hampshire. The Center's director, David Finkelhor, told her that - contrary to impressions from news outlets such as NBC Dateline - "overall sex crimes against children are down, with the notable exception of child pornography. Sexual abuse cases were down 51% from 1990 to 2005," and the vast majority of those involve abusers the victims know in real life. For more from Dr. Finkelhor, see "Profile of a teen online victim." [For other articles along these lines, see "Social-networking dangers in perspective" and "Abduction by online predators rare."]

    Monday, November 12, 2007

    Virtual vs. real: Line blurring

    William Gibson - the one-time science fiction author who now writes about the present and coined "cyberspace" - had something to say about youth in an interview he gave Rolling Stone for the magazine's 40th anniversary issue. He said (and I think he's right) that "one of the things our grandchildren will find quaintest about us is that we distinguish the digital from the real, the virtual from the real. In the future, that will become literally impossible. The distinction between cyberspace and that which isn't cyberspace is going to be unimaginable [as it is now to many young social networkers]. When I wrote 'Neuromancer' in 1984, cyberspace already existed for some people, but they didn't spend all their time there. So cyberspace was there, and we were here. Now cyberspace is here for a lot of us, and there has become any state of relative nonconnectivity. There is where they don't have Wi-Fi." I recently heard a group of women bemoaning the fact that teens actually say they "hang out" with friends in social sites, that they can say they hang out with people who aren't even in the same room. How anti-social, they felt. Maybe if a child, out of fear or anxiety, is social networking is replacing socializing with people in "real life," maybe not if s/he is just making use of another tool for socializing with real-life friends, nearby or distant. But what do you think? Would love it if you'd post your thoughts at ConnectSafely.org - or email me at anne@netfamilynews.org. Thanks!

    Friday, November 9, 2007

    Social networking: What cops know

    Indiana State Police Lt. Charles Cohen's 16-year-old nephew "has seven MySpace pages, including one in which he and his buddies pretend to be Chuck Norris," the Associated Press reports. That's a great observation for parents to hear, echoed by many experts on Web 2.0 - that there are all kinds of blogs and social-networking profiles, from pure fiction to "reality TV" on the Web to hybrids of the two (the majority probably being in that in-between gray area). The content of Lieutenant Cohen's talks to fellow law enforcement say something about how police work is changing, about social networkers' use of privacy tools, and about how the Web increasingly mirrors offline life (here's the main article. "Many police departments have computer crews that perform skillful forensic analysis on hard drives and specialize in nailing online predators." Cohen's talks are for everybody else - "beat cops, homicide detectives and other investigators" who are either in denial about needing to understand the Net or don't realize what a tool it can be.

    Thursday, November 8, 2007

    Tragic school shooting in Finland

    A high school student in Finland shot and killed himself, six other students, and the school principal yesterday "after announcing plans for the rampage on YouTube," the Financial Times reports. The FT cites a Reuters reports saying the boy's video was "called 'Jokela High School Massacre' and posted by a user called Sturmgeist89, meaning Storm Spirit in German. The video's musical backing was a song called Stray Bullet." The Washington Post reports reports that "the song was a favorite of Eric Harris, one of the Columbine High School shooters, who had featured the band's lyrics on his Web site." According to the FT, "there have been occurrences around the world, including the death of 16 children in 1996 in Dunblane, UK, the 1999 killing of 12 students at the Columbine High School in Colorado, the 2002 deaths of 18 in Erfurt, Germany and this year's killing of 32 at Virginia Tech University in the US." The Times of London looked at what's unique to Finland about this tragedy.

    'Kickstart' for students

    Yahoo has a new niche social site for college students that's supposed to be more professional than social but not quite as professional as LinkedIn.com, a PC World blog reports. Apparently a profile on "Kickstart" is designed to be more like a resume than a place for friends' "pokes" and comments. The site's photo upload page reminds users, "You'll want to use a professional-looking photo, since your future boss may see this."

    Wednesday, November 7, 2007

    Child porn networking shut down

    European police arrested 92 people allegedly involved in a child pornography operation that sold videos to 2,500 customers in 19 countries "including teachers, doctors and lawyers," the Associated Press reports. "The alleged mastermind, Italian Sergio Marzola," and a Belgian man suspected of abusing his own children, were arrested last year. Marzola "allegedly made some 150 videos in Ukraine, the Netherlands and Belgium." Investigators said that at least 23 girls aged 9 to 16 were tricked into on-camera abuse by being promised "lucrative modeling careers." Here's coverage from The Guardian and the Sydney Morning Herald.

    New virtual worlds for kids 6+

    Close on the heels of her report that a "boomlet" of kids' virtual worlds was in the works, CNET's Stefanie Olsen blogs about toy company Playhut's two new online playgrounds, one for girls 6+, one for boys. Like ClubPenguin, it appears, "the free sites enable members to play games, dress up virtual characters and chat with friends - once parents send a permission slip via e-mail to the site." Well, ClubPenguin has very limited, scripted, chat, where kids are given phrases to choose from. VirtualWorldsNews reports that the free sites are Wowbotz for boys and Mystikats Kutties for girls.

    Tuesday, November 6, 2007

    New book on cyberbullying

    The good news is there are usually no physical scars from cyberbullying. The bad news is there are usually no physical scars to alert parents to what's going on. And that's not even the biggest problem with cyberbullying: "that children will not report it," reports CNET, citing a new academic book on the subject, Cyber Bullying: Bullying in the Digital Age, by Patricia Agatston, a licensed counselor and consultant on bullying, psychology Prof. Robin Kowalski at Clemson University, and Sue Limber, director of the Center on Youth Participation and Human Rights at Clemson. Rather than report cyberbullying, kids "try to deal with it themselves for fear of being cut off. Many times parents will overreact and punish the victim by forbidding them to continue using things like instant messaging, blogs, or a social network." Overreaction and overprotection are increasingly risky these days because of the damage they can do to parent-child communication in a time when the Web is so ubiquitous on so many devices in so many places, and communication with caring adults is the most reliable protection kids have.

    'Protecting Social Networkers' Privacy 101'

    If people at your house are concerned about their or others' privacy in social-networking sites, there's help at GetNetWise.org now. The nonprofit, Washington-based site (for full disclosure I'm a big fan and on GNW's Advisory Board) has simple, step-by-step video tutorials on how to turn on privacy features in three of the most popular social sites: Facebook, MySpace, and Xanga.

    Now, you may be one of those Net-literate people who knows there are thousands of social-networking sites and sites on phones and the Web with profiles, media-sharing, and other social-networking features. This fact in no way diminishes the value of these tutorials because…

    1. The three sites they're about together have well over 200 million profiles on them, and
    2. Though each site has a unique set-up, the tutorials show (parents, mostly) that privacy protection is not rocket science.

    They illustrate how easy it is to use privacy tools in social sites, which promotes parent-child discussion and may help get kids over a big hurdle we've noticed in the ConnectSafely.org forum which social networkers have trouble clearing: checking out the tools and protections their favorites sites provide them. It's that age-old aversion we all have to reading instructions, but it keeps getting more important.

    So, armed with the clear audio-visual info in these tutorials, parents can go through the privacy features with young social networkers and have informed conversations with older ones about how they're protecting their privacy - from restricting access to their profiles and photos to deciding if search engines can list them to blocking comments and other communications from people who aren't their friends. There are more options in these sites than GetNetWise could possibly cover in a 2-3-minute video, so hopefully these little tutorials will make it easier for people to take a look at all the ways they can manage their privacy and reputations on the social Web.

    Related links

  • "Online spin control"
  • "Protecting teen reputations on Web 2.0"
  • Our book, MySpace Unraveled, attempts to do something quite similar: demystify teens' social-networking experiences for parents with some background and an illustrated guide to how it works. Our reasoning: When parents understand how things work, we're less likely to overreact and send kids into "stealth mode," which can put them at greater risk than if they're using responsible Web sites we know about at home, where we (parents) still have some influence.
  • Monday, November 5, 2007

    Social graces on the social Web

    It's always fun to get a snapshot of where we (people in general) are in developing etiquette or, as Macworld put it, "social graces" on the social Web. And that's all there is, really, in this little article, a little snapshot of where the thinking is. The best reminder in it, for teens (or anyone) concerned about being seen as mean or snobby when they're just protecting their own interests or privacy in Facebook, is that it's ok to delete someone from their friends list - Facebook doesn't make an announcement or anything. Also, there's a good answer to the question, "What do you do if you get an unwanted invitation?" "I say ignore invitations without shame. Some people send them to everyone they have the slightest connection to - in that case, they probably won’t even notice your silent rejection."

    Young 'sex offenders'

    "Lawyers and health educators say most teens - and even many parents - are unaware that even consensual teenage sex is often a crime," the Associated Press reports. There are three related problems: 1) though prosecutions are rare, they happen, 2) there is a lot of confusion about the laws in various states (e.g., "across the country, ages of consent range from 14 to 18"), 3) sex-offender registries are increasingly accessible, and teens placed on them can be "branded" for life. The only good news in all this is that "some states have moved in recent months to craft so-called Romeo and Juliet exceptions to prevent sexually active teenagers from being lumped together with child molesters." See also "Juvenile sex offenders & Net registries."

    Friday, November 2, 2007

    Social Web: Positive side effect

    What Sean Blagsvedt found after he was sent back to India by Microsoft to establish its research office there, was that poverty-level Indians needed a LinkedIn.com, he told the New York Times reports. He research found that "many poor Indians in dead-end jobs remain in poverty not because there are no better jobs, but because they lack the connections to find them." So he left Microsoft to found Babajob.com, which "seeks to bring the social-networking revolution popularized by Facebook and MySpace to people who do not even have computers - the world’s poor." This inspiring piece leads with the story of house painter Manohar Lakshmipathi, who doesn't own a computer and is of course not allowed to touch his clients' computers. So Babajob sat him down at a desk and had him dictate his date of birth, phone number and work history to a secretary, took a picture of him, and uploaded it all to his profile on Babajob - "just one example of an unanticipated byproduct of the outsourcing boom: many of the hundreds of multinationals and hundreds of thousands of technology workers who are working here are turning their talents to fighting the grinding poverty that surrounds them."

    MySpace joins Google group too

    One day after the big OpenSocial announcement, Google added a little afterthought: MySpace the 640-pound social-networking gorilla, Bebo another huge social-Web player, and the very longstanding SixApart were joining too. As a PCWorld blog put it, "now that changes everything." This isn't so much about Facebook users at your house - users won't be going anywhere because of this news. What it's about is those popular little add-on software programs called widgets that users love to use (for stuff like sharing tunes, putting a "bookshelf" of favorite books in your profile, or throwing virtual sheep at your friends). All those widget makers were making apps for Facebook, and now Google, MySpace and friends have serious numbers of users (aka a huge alternative market) for widgetmakers to offer their wares to. I wonder if Facebook will eventually (emphasize "eventually") have to join OpenSocial. This was a huge business story, as it has a lot to do with how sites on the social Web (as well as widget makers) will actually make money (through advertising) going forward. Here's the view from the Los Angeles Times, the Financial Times in the UK, and Welt Online in Germany.

    Thursday, November 1, 2007

    Manhunt 2: Heads up, parents

    Manhunt 2 was released on Halloween to reports that it's taking videogame violence to a new level (e.g, see these from the Associated Press and a CBS News station). It's now rated "M" for "Mature" for 17+, since its maker, Rockstar Games, modified it a bit last summer. "Made for the Nintendo Wii, Sony PlayStation Portable and PlayStation 2," the AP reports, the blood-drenched game has been sparking controversy since June, when the Entertainment Software Rating Board gave it a rating of "adult only" that would have excluded it from some big-box retailers, including Wal-Mart Stores Inc." In it, reports CBS in Springfield, Mass., "players act out killing and torturing someone with tools like a sledgehammer or shovel. And this is a toned down version." CBS Evening News in New York reported that Manhunt 2 is "even more intense when it's played on Nintendo’s Wii, which gets players to act out the violence." Here's ABC News's "Ultimate Parents' Guide to Video Games", complete with an explanation of the Entertainment Software Rating Board's ratings and descriptors, as well as a glossary of video and online game terms.