Showing posts with label digital media. Show all posts
Showing posts with label digital media. Show all posts

Thursday, January 28, 2010

MN mom expects $0 penalty for file-sharing

It has been a big news week for file-sharers, music fans, and copyright lawyers. Days after a judge reduced the file-sharing penalty for Minnesota mother of four Jammie Thomas-Rasset from $1.92 million to about $54,000, the recording industry offered to settle for $25,000, but Thomas-Rasset turned the offer down, CNET reports. "Sibley and Camara had already said that they planned to challenge even the lowered amount set by the court. Sibley told CNET last week they have always sought a $0 award." US District Judge Michael Davis had said earlier in his ruling that "the $1.92 million fine ... was 'monstrous and shocking'," the San Jose Mercury News reported. "Davis wrote in his ruling he would have liked to reduce it further but was limited in doing so. He said the new penalty is still 'significant and harsh'," but he denied Thomas-Rasset's request for a new trial. The $1.92 million in damages awarded the RIAA last summer "are eight times more than Thomas-Rasset ... was ordered to pay the first time she faced six record companies in court on claims that she downloaded more than 1,700 songs," the Minneapolis Star-Tribune reported last summer. "The judge granted a retrial after deciding that he had wrongly instructed the jury." The Star-Tribune added that, of the more than 30,000 suits brought by the RIAA against alleged file-sharers, Thomas-Rasset's was the only one to go to a jury trial, much less two such trials. Meanwhile, here's a thoughtful "letter" from a professional musician to a mom worried about her son's file-sharing, among other things distinguishing between privacy and file-sharing, and The Guardian recently declared "The strange death of illegal downloading." [See also a New Yorker interview with Radiohead's Jonny Greenwood on the "MP3 generation."]

Monday, November 30, 2009

A new 'TV Guide' to children's 'television'

For those of us not using search engines to find TV shows on the Web and wishing for a TV Guide of the Web, as Adam Thierer over at TechLiberation.com put it, there is now a TV Guide of the Web: Clicker.com. What distinguishes it from regular search engines is it's a search engine for full-length shows – not trailers or snippets. You can browse by category too; e.g., you'll find Looney Tunes or "Leave It To Beaver" in the Kids category (and you'll also find "Leave It To Beaver" a great talking point for a family or classroom media or history discussion). This is not commercial-free television, but it is free, anytime, whatever-you-want television unaided by TiVo. It's also the way our kids will be watching TV more and more, unrestricted by the no. of TV sets in the house. [See also "Is There Really Any Shortage of Good Programming Options for Kids?" from Thierer, linking to his paper " “We Are Living in the Golden Age of Children’s Programming" in PDF format.]

Monday, November 16, 2009

From users to citizens: How to make digital citizenship relevant

"Digital citizenship" is a rapidly expanding conversation in the online-safety field. Is it one we should be having? Is it relevant to young people, the "citizens" we all have in mind? On a recent conference panel, Prof. Tanya Byron of the UK seemed to suggest not – too abstract or complicated maybe. I agree with her a lot of the time but not on this point, because I think digital citizenship is what makes online safety relevant to the people Net safety is supposed to protect.

In a participatory media environment, focusing on citizenship helps everybody understand that: 1) they're stakeholders in their own well-being online, 2) they're stakeholders in their community's well-being as well as that of fellow participants (because in a user-driven environment safety can't logically be the sole responsibility of the community's host), and 3) they have rights and responsibilities online. Digital citizens have a right to the support of fellow members, as well as of the community as a whole, and in turn the responsibility to provide support as well as cultivate a supportive environment. As my friends at Childnet International in London say at Digizen.org, digital citizenship is about "using your online presence to grow and shape your world in a safe, creative way, and inspiring others to do the same."

Two other recent conversations got me thinking about how digital citizenship might be made even more relevant to youth:

  • A student on a conference panel saying, "My friends and I never read the terms of service." (Of course not; they're written by lawyers.)
  • A colleague in another country wondering if "citizenship" means the same in his country as in mine. ("Digital citizenship" was mentioned a lot at last month's Safer Internet Forum attended by representatives from more than two dozen European countries plus Brazil, New Zealand, and Malaysia - see this account.)

    Continuing the latter conversation, I asked my colleague what it meant to people in his country and, reflexively, he mentioned "rights and responsibilities." We all need to talk about this more, probably, but based on what I heard at the Safer Internet Forum and in this conversation, we have a viably universal, workable concept.

    What do terms of service have to do with it? On the social Web, services (games, social network sites, virtual worlds, etc.), the communities of users they host, and users themselves all have rights and responsibilities. So I suggest that...

  • "Terms of service" are really Statements of Rights & Responsibilities but might at least incorporate language to that effect and have terms of both the site's rights and responsibilities and those of its users. Maybe this would help make the statements more readable. It might also help shift thinking away from a narrow legal focus to a broad participatory approach that fits the current media environment (I wrote a bit about community self-regulation or "the guild effect" here).

  • Service-wide support. Social media services such as Facebook, MySpace, Xbox Live, World of Warcraft, and cellphone carriers support good citizenship, or user rights and responsibilities, not just in terms of service but also in features, documentation, moderation and customer service, and marketing – as an industry best practice.

  • Support at home & school. Parents and educators blend the online and digital versions of citizenship into conversations and lessons about behavior, empathy, social norms, ethics, and critical thinking from the moment children begin using technology, at least in preschool.

    The equation's incomplete without all the above, I think. For example, we can't reasonably expect a social site's support of citizenship to end bullying behavior all by itself, but it can help when backed up by similar messaging in users' homes and schools. But "what's the big deal about citizenship?" we might be asked by teens and Tanya Byron. The simplest answer in the research is that people who engage in aggressive behavior online are more than twice as likely to be victimized (see "Digital risk, digital citizenship"), so the civility of good citizenship is protective.

    But Tanya, I'm right with you: If "digital citizenship" becomes just another term adults use or yet another "subject" students have to learn – if youth don't see it as their ticket to full, rich, healthy participation and membership in the highly participatory media, culture, and society they find compelling – we're talking to ourselves.

    Related links

  • "A [proposed] definition of digital literacy & citizenship" for educators to consider (send your thoughts to anne[at]netfamilynews.org!)
  • A team of 12- and 13-year-old New Zealanders won that country's national Community Problem Solving Competition with their project "Creative Cyber Citizens," which uses Hector's World to teach younger students digital citizenship. Hector's World is an internationally recognized educational site designed to teach 2-to-9-year-olds online safety and digital citizenship, the latter now being the main focus Net safety in New Zealand. The winners will now work with a college in NZ to raise money to compete in the International Future Problem Solving finals in the US next May.
  • "Parents have rules to follow online too," a post in the Facebook blog by parent and CommonSenseMedia.org editorial director Liz Perle. Great tips! I only add one: Approach your children/students and their social media use with respect.
  • "Online Safety 3.0: Empowering & Protecting Youth"
  • Monday, September 28, 2009

    Youth, adults & the social-media shift

    No wonder adults, born and raised in the 20th century's mass-media environment are struggling to wrap our brains around current media conditions – and what "Net safety" should look like under them. We're in the middle of a Gutenberg Press-style media shift, multiplied by 3. Author and media pundit Clay Shirky talks about the four previous media shifts that "qualify for the term revolutionary," all of which were either a) asynchronous one-to-many or b) realtime, one-to-one "conversations." They were 1) that Gutenberg-enabled first shift to mass media (text) more than 5.5 centuries ago; 2) then real-time, two-way or conversational media (telegraph/text, then telephone/audio); 3) then recorded mass-distributed media other than text (photos, sound, film); then 4) the one-to-many mass media we grew up with, recorded and sent through the air (radio and TV).

    Media shift on steroids
    The Internet, Shirky said in his talk last June, does two revolutionary things, but I'd say three. Shirky's two are: 1) blends real-time two-way conversation and one-to-many mass media to create real-time, many-to-many media or conversations and 2) is the distribution platform or pipe for all other media as well. The third piece is implied in Shirky's first one, but I think it's so significant or even radical, especially where online youth are concerned, that it deserves to be highlighted: the "many" in realtime, many-to-many media are the producers, marketers, and distributors as well as the consumers of media now. Anyone can be any of the above now, and many active social-media users are often all the above simultaneously. What determines the size of "viewership" is not control of the distribution channels so much as viewers' attraction to the content and desire to help spread the word (these days, though, often it's a hybrid of both conventional and new-media conditions, e.g., singer Susan Boyle's success on both the "Britain's Got Talent" TV show and YouTube).

    E.g., the new 'TV'
    University of Southern California media professor Henry Jenkins zooms in on just one medium, television, in a fascinating piece at the Huffington Post about how it is not just something watched on TV sets anymore and how it's distributed as much by social networks (real-life social circles) as by broadcast networks. And he gives lots of examples of transmedia properties (TV shows' own videogames, comic books, podcasts, and Web series). As I read, I thought of Japan's cellphone novels: serial novels "written" via cellphone, one screen at a time, the best of which go from blogs to books and probably eventually old-style TV shows and movies.

    Big adjustment for adults
    But just as interesting about this media revolution is the way we adults are handling it vis. our kids. I think youth use digital social media more fluidly because they're experimenters, and digital media are experimental – they require active not passive use. To really make these media work for you, you don't just take delivery; you need to experiment, play, produce, and collaboratively mess around with music, text, video, blogs, sites, games, virtual environments, and all the devices they're on – which is really fun and compelling for youth. Maybe because "our" media are much less demanding, we grew up thinking of them as mere entertainment, and we project that view a lot onto our children's media experience. We're binary in our thinking: we somehow think they're either working or playing, and we trivialize or even fear and block their use of media.

    Our one-way, top-down media also had relatively few companies producing them and controlling their distribution, with government regulating those companies. So at a recent meeting on Capitol Hill, I noted that some of us adults think that problems in today's media can simply be fixed by people in authority (parents, companies, regulators, etc.), and distribution of bad stuff, e.g. adult content (which is no longer produced and distributed only by companies or only by adults), on all these dispersed, multi-directional media can be controlled or blocked at the "source." But now the source – whether or good or bad content – is often a kid. As for professionally produced media, certainly government can still regulate some of it, but only media produced or mass-distributed by responsible companies, aka conventional media – not the media that parents are generally most concerned about.

    Media companies ≠ media producers
    Youth produce all kinds of media, most of it ok, neutral, or constructive, some nasty, less of it unethical, and even less illegal. It's complex, like their lives, not given to simple characterizations - see the New York Times's commentary on a New Jersey high school's "slut list," a case in which teen behavior around social status, gender, and sexuality deserves more consideration than the media through which those behaviors are acted out. What youth do communicate and produce in digital media largely mirrors their real-world social lives, though they often fictionalize and sometimes exaggerate parts of them (see "Fictionalizing their profiles").

    That deep, rich, disturbing picture is, for many of us, harder to look at than the professionally produced, regulated images of our past. But in many ways it's good that this reflection, communication, and production are much more exposed than ever before – so people can conduct research, parent better, consider technical and other protections, and find ways to help young people respect and protect themselves. Two things are certain: Government can't regulate the producers of the new media environment, and 2) those producers' ears will tune out media-safety messages coming from the media environment of their parents.

    Related links

  • An example of a mass-distributed, many-to-many video conversation in YouTube: MadV's "One World" (see Clive Thompson in Wired)
  • "School & social media"
  • "Online Safety 3.0: Empowering & Protecting Youth"
  • "How teens use social network sites"
  • "*Serious* informal learning"
  • Wednesday, June 24, 2009

    'Look, Ma, no textbooks!'

    Even as, for obvious budgetary reasons, California Gov. Arnold Schwarzenegger announced that digital textbooks are on the way and paper ones on the way out, a high school in Arizona proves it absolutely can be done. This year, Empire High School in Vail, Az., graduated its first class "to have started and completed their high school careers without the use of traditional textbooks," Tech&Learning reports (check out the great class photo!). Governor Schwarzenegger, whose plan is not without its critics, should sign a consulting contract with Empire's faculty and students! According to the Toronto Star's well-reported coverage, Schwarzenegger's plan is that as early as this fall, all high school math and science texts "will be entirely digital and, as the program rolls out, all textbooks on all subjects, K-12, will join them." Education reportedly accounts for about 40% of California's budget, and Schwarzenegger's talking about $2 million/year savings per 10,000-student district. "Come again, say critics," according to the Star. "Presuming teachers won't be just distributing print-outs and students will be given some sort of electronic device, aren't those savings wiped out?" Britain's Times Online says UK schools could well follow suit. [See also "Why participatory media need to be in school" and "School & social media: Uber big picture."]

    Monday, October 13, 2008

    US's new IP law

    What surprised me about this new law, just signed by President Bush, is that it creates a Cabinet-level position for intellectual property enforcement coordination, CNET reports. The "Pro-IP Act" also "steepens penalties for intellectual-property infringement [though the penalties against families of P2P file-sharers, who probably will also be affected, seem to have been stiff enough], and increases resources for the Department of Justice to coordinate for federal and state efforts against counterfeiting and piracy." The US Chamber of Commerce told CNET that American intellectual property is worth more than $5 trillion and "accounts for more than half of all US exports." The law was backed by the US Chamber, the Recording Industry Association of America, large media companies, and the AFL-CIO. Opposition came from, among others, the American Library Association, the Electronic Frontier Foundation, and Public Knowledge.

    Friday, May 9, 2008

    Digital media's impact on youth: Fresh research

    "America's young people spend more time using media than they do on any single activity other than sleeping," according to The Future of Children, a joint project of Princeton University and the Brookings Institution. So we all need to know how our children and students use media - the Web, phones, videogames, instant messaging, music, video, TV, etc. - and how they affect their users. The just-released new issue of the project's journal Children and Electronic Media, published semi-annually, "looks at the best available evidence on whether and how exposure to different media forms is linked to child well-being."

    Among the key findings in the Executive Summary are....

  • "Content matters" to young people much more than delivery devices or platforms (I was glad to see this because my own observation has long been that "the message is [increasingly] the medium" where youth is concerned, seeing how fluidly they move from uploading to downloading, online to offline, and device to device when socializing and using media).
  • They use media to communicate better with their friends not strangers.
  • Their exposure to media "can enhance healthful behaviors—such as preventing smoking and alcohol and drug use, and promoting physical activity and safe sex—through social marketing campaigns."
  • "Some risky behaviors such as aggressive behavior and cigarette and alcohol consumption are strongly linked to media consumption," but others such as obesity and sexual activity "are only tangentially linked" or need more research.
  • Advertising is an "integral and influential" part of children's daily lives - just another message being communicated (they don't understand it's about getting them to buy stuff and not just information) - "and many of the products marketed to children are unhealthful."
  • Government regulation of media content either won't work or won't happen.

    What should be done, then? Rather than regulate, the project says, government should help parents and educators do the regulating in homes and schools. It should also help the development of positive content that educates and counteracts negative or non-constructive messaging in electronic media - it should "fund the creation and evaluation of positive media initiatives such as public service campaigns to reduce risky behaviors."

    Chapters of particular interest to anyone involved with children's online safety: "Media and Children's Aggression, Fear, and Altruism," "Online Communication and Adolescent Relationships," and "Media and Risky Behaviors."

    Related links

  • A nationwide survey released today (5/9) by Common Sense Media and Joan Ganz Cooney Center (of Sesame Workshop) found that 83% of parents believe "digital media give their children the skills they need to succeed in the 21st century," yet 67% of parents "do not think the Web helped teach their kids how to communicate," 87% "do not believe the Web helped their kids learn how to work with others," and 75% "do not believe the Web can teach kids to be responsible in their communities."

  • "Internet porn ‘encourages teenagers to have sex early': Experts warn of increase in STDs among young" in Scotland's Sunday Herald about a study in the journal CyberPsychology and Behavior.
  • Monday, August 6, 2007

    Jail time for a film clip?

    Tell your kids not to mess around with digital cameras in movie theaters. A 19-year-old in the Washington, D.C., area went to see Transformers at her local movie theater with her boyfriend. She told the Washington Post she was enjoying the movie so much she thought she'd shoot a 20-second clip to show her 13-year-old brother how good it was. While she was doing so, two police officers order the couple out of the theater confiscated the digital camera, and charged the college sophomore "with a crime: illegally recording a motion picture," the Washington Post reports. She told the Post that it was her birthday and the two had borrowed the camera from a relative to "make [birthday] memories," so she happened to have the camera when they went to see the film. She "faces up to a year in jail and a fine of up to $2,500 when she goes to trial this month in the July 17 incident." The Post adds that copying a movie in a theater "is a felony under the Family Entertainment and Copyright Act of 2005, punishable by up to three years in a federal prison," and several states have anti-piracy laws in addition to the federal one.

    Thursday, July 26, 2007

    Web video's hot

    Web video is quite the trend, and not just for online youth, though young people are on the lighter side of video-viewing. Three-quarters of all 18-to-29-year-old Net users in the US have watched videos online, and 60% of all US Net users have, the San Francisco Chronicle reports, citing a just-released study by the Pew Internet & American Life project. A fifth of Net users watch videos online "any given day" (one-third in the 18-to-29 category), the Associated Press reports. "On a typical day, 19% of US Internet adults watch some form of video. News ranked first and comedy second overall." Younger ones go for humor, older Web video viewers prefer news. "Half of video viewers ages 18-29 watch clips on YouTube, and about 15% cite MySpace. Only 7% turn to a cable or network TV site," according to the AP. But in spite of YouTube's popularity and all the homemade stuff on it, most video viewers - more than 60% - still prefer professionally produced video. High-speed Net access is a factor - 74% of broadband users watch or download online video, Pew/Internet found. Here's the Pew study.

    Monday, July 9, 2007

    Libraries as teen hangouts

    Teens love creating and sharing digital media, and so it follows that teens increasingly love hanging out at the library, according to DailyHerald.com. Fourteen-year-old Liz and her friends love getting together, it reports, at the West Chicago Public Library, where they play video and board games, go online, and read. As media – books, movies, periodicals, etc. – get more digital, so do libraries, and “the library of the future, leaders say, will be a one-stop shop, offering community-center elements, including more hangout and group meeting spots, as well as tech elements such as training classes, Webcasts and downloadable video games.” Already, the Daily Herald says, 40% of all the Naperville (Ill.) Public Library’s checkouts are “non-book items,” including DVDs and CDs. Hopefully, in these locuses of media literacy, critical thinking - about online behavior, sources, copyrights, etc. - will become a norm in digital-media users' online lives.

    Friday, July 6, 2007

    Social stuff taking over Web - worldwide

    Wherever you are in the world, parents, your teens’ social networking seems to be here to stay. Online video and social networking are outpacing all other uses of digital media worldwide, according to international market researchers Ipsos, and social networking “is quickly becoming the dominant online behavior globally." In terms of frequency of visits to social sites, South Korea leads the way, followed by Brazil, China, Mexico, US, UK, Canada, India, Germany, France, Japan, and Russia. “While 20% of regular Internet users worldwide had visited a social networking site in the previous 30 days, the figure was 55% in Korea and 24% in the U.S.,” according to MediaPost.com’s report on the Ipsos study, “The Face of the Web.” And this study was just of people 18+. As for the UK, Nielsen/NetRatings has a more granular picture: MySpace is “well in the lead with 6.5 million UK users, compared with 4 million for Bebo and 3.2 million on Facebook,” the BBC reports, but the latter two are growing there much faster and could quite possibly catch up to MySpace in the fall, the BBC cites Nielsen as saying. Then there’s time spent: MySpace users “spent an average of 96 minutes on the site in May,” compared to 152 minutes for Bebo users and 143 minutes on Facebookers.