5 Chapter 5- Media and Technology
Gowri Parameswaran
Learning Goals
- Understand the history of leisure and media
- Explore the connections between media and technology
- Describe the relationship between the negative consequences of popular media and commercialism
- Understand stereotypes and their portrayal in popular media
- Explore media literacy and youth media
Chapter Outline
- Introduction: Leisure and its Possibilities
- o Teens and Leisure Today
- o The Explosion of Commercial Media
- How Media Constructs Adolescence
- o Violent Video Games, Sexism and Aggression
- o Sexuality in Commercial Media
- Representation and Difference
- o Gender
- o Representation and Difference-
- o Race and Ethnicity
- o LGBTQIA+ Youth
- o Youth with Disabilities
- o Social Class and Popular Depiction
- Conclusion
- Digital Media and Youth
- o Cell phones, Social Media and Adolescents
- o Communication and Sexting
- Media Literacy and Youth media
- Conclusion
- Glossary of Terms
- References
Introduction: Leisure and its Possibilities
Since the dawn of humanity, every community across the world has devised forms of enjoyment dedicated to times when people were not working or learning. In traditional societies, childhood games served as the medium to learn adult skills and to pass on the historical memories of the community. In the Neolithic period when agricultural communities flourished in West Asia and the Middle East, people at the top of the social hierarchy could afford to spend considerable time on leisure (Veblen, 1953). The ancient Greeks and Romans had believed that play and education were intimately linked, and the purpose of play was to develop one’s fullness as a human (Pauli & Mandell, 2004). During the renaissance in Europe, this idea was once again developed by writers like John Locke who said that leisure did not mean being idle but cultivating one’s character (Papastephanou & Gregoriou, 2014). The protestant reformation brought an ideal of extreme work ethic and anti-play attitudes across Europe. The English puritans viewed games as a waste and as destructive to one’s life but grudgingly allowed a limited number of sports to thrive. In the late 17th century, walled cities expanded outward creating opportunities for parks and public gardens where sports thrived (Luskey, 2014).
In the USA, the Puritans voiced great concern over leisure activities. The importance of work over leisure was stressed. Records indicate that young people were fined and punished for leisure activities such as dancing, drunkenness and gambling. Laws were passed banning non-religious music, drama and even walks on Sundays (Daniels, 2008; Marsden, 2009). The industrial revolution brought increased migration of farming families to cities and there was an unprecedented growth in crowded tenements at unprecedented rates. At the same time, there were a few families that had enough wealth to allow their children to have a carefree childhood with toys and leisure. There was pressure from labor groups to reduce the number of working hours for industrial workers. Initially, there was great reluctance on the part of social elites to allow for sporting and other recreational activities for the working class. The efforts to prohibit them proved futile and reformers argued that allowing socially sanctioned activities might help stem more destructive habits. In large cities, commercial sports and recreational parks gained in popularity (Juniu, 2000; Parker, 1983).
In large cities, working class youth who were less under adult supervision than ever before, escaped their tenements for organized entertainment in dance halls and clubs. This was resisted by churches and law enforcement agencies that attempted to promote more activities that were considered prosocial at that time (Nayak, 2006). When work hours were reduced to eight, leaders and factory owners worried about the misuse of leisure by young people and there was, in general, a fear of youth among powerful people in society, a phenomenon known as Ephebiphobia (Astroth, 1994).
As more youth began attending high schools, institutions arranged for after school activities and constructive recreation. In 1910, the Boy Scouts organization was started by Lieutenant-General Baden-Powell who wanted to instill in boys the importance of patriotism and cultivate their masculine skills (Jordan, 2009). It was a reaction to the perceived problems of masculinity among youth at that time. Many social commentators blamed the social arrangements of the Industrial Revolution for leading to the feminization of boys. The founders of the Boy Scouts organization aimed to rekindle traditional values of masculinity and national pride in young boys (Mechling, 2002). In the early 1900s, work hours were significantly reduced for more workers, but overproduction was still considered to be a problem. The gospel of consumption was considered one way to stimulate growth (Haine, 1992). Thus, there was a huge increase in entertainment products for workers. After the Great Depression, leisure time was perceived as such a great problem for the American people that national expert leadership was established to oversee the use of leisure by Americans (Parker, 1983). After World War II, organized recreation was a fact of national life for young people (Mclean & Hurd, 2015).
The Post-war Origins of Youth Leisure Today
The American teen today has more free time than at any time in the last century. In the early decades of the 20th century, adolescents worked and contributed financially to their families. The drive to compulsory schooling and prosperity after the Second World War, changed life for adolescents. Figure 1 is an ad from the 1950s; it very effectively connects teen leisure to consuming a product. From about the middle of the 20th century, Hollywood understood the consumer value of the American teen. Movies were made to reflect the unique issues in adolescent lives at that time. Being a teen meant being white, upper-class, rebellious, attending proms and sports events (Sprechlen, 2013).
The wide reach of Hollywood movies made this spread of an imagined lifestyle globally possible. In some sense, Hollywood helped socially construct the concept of adolescence today, and spread it globally. Adolescents in Germany and Japan have adopted the leisure habits of youth portrayed in Hollywood movies. There is evidence that adolescents in cultural contexts that have assimilated western popular culture are more likely to suffer from the range of mental illnesses that youth in the US suffer from, i.e., loneliness, alienation, depression and anxiety (Eckersley, 2005). From the 1960s onwards, the movement to start clubs and afterschool activities were a direct result of adult fears that youth had too much free time and are likely to misuse it. Today adolescents spend more time on leisure activities than in school or work (WCCO- CBS Minnesota, 2015), almost half of their waking hours. There is wide variation between adolescents in how they spend their free time ranging from paid work to extra-curricular activities to entertainment and hanging out with their friends.
American teens have higher amounts of free time compared to youth in most other countries. They spend their leisure time with friends, playing, engaging in hobbies, organized sports and in solitude (Spracklen, 2013). Most adolescents find school boring and being with friends interesting. In this context, extracurricular activities provide enjoyment and lead to higher levels of concentration. In several studies, it has been demonstrated that participation in extracurricular activities were related to higher levels of participation in academic activities, increased communal engagement, and a tendency to continue these engagements into adulthood. Youth participation in school-sponsored activities resulted in identifying ways to control stress and anger and facilitated young people’s development of positive relationships with adults (Johnson, 2009; Kaczynski, Manske, Mannell & Grewal, 2008). Organized sports participation has been found to have a mixed impact on adolescents, especially boys. While it offers boys a space to engage in relationships across racial and ethnic groups, it is also related to higher levels of delinquency and lower academic engagement in school (Gardner, Roth, & Brooks-Gunn, 2009; Messner, 1990).
A related issue is the impact of unsupervised time on youth after school. Studies show that lack of supervision and time spent socially with friends may lead to earlier engagement with sex and drugs and sometimes criminal behavior (Rani & Sathiyasekaran, 2013). Yet, some studies show that being alone at home after school may lead to more responsible behavior and facilitate self-care (Jacobson & Crockett, 2000; Harker, 2001). Related to this issue, community efforts to provide safe spaces for adolescents is crucial. Research studies show that providing safe community spaces for young people after school provides opportunities for rich peer relationships, connections with adults and a sense of accomplishment through incorporating skill building activities. As a Wallace Foundation report (Wallace Foundation, 2015) emphasizes, effective programs for youth during their out of school hours would include coordination of services from the local government to the public schools and the families living in the community. In high quality after-school programs there is an effort to make activities youth centered and decisions are made with appropriate data and consequent reflection. While there might not be one program that works well in all settings according to the report, there needs to be a sharing of processes that work and what quality means in each context (Wallace Foundation 2013). Finally, the comprehensive report by the foundation cautions that if any after school or safe space community program must survive, planners have to be fiscally prudent and plan for the sustainability of the program even after the leaders who may have originally applied and received funding have departed.
The Explosion of Commercial Media
Popular media has had a tremendous impact on the way we live our lives today. It provides us with metaphors and meanings to make sense of our experiences and in turn borrows from our experiences to create marketable entertainment products. Since the advent of the first moving images, films have been used to define who we are as citizens and members of our community. Viewers assume that mainstream news, for instance, reports all that is of significance to the viewer, but the audience does not question who makes the decisions about what news to pick and announce and why those choices are made. As far back as 1917, J. P. Morgan, the financial and banking corporate entity, hired news managers to explore ways to influence Americans by influencing news stories in major newspapers. Today, propaganda and marketing have taken on a whole new level of sophistication since the early years of marketing research. A variety of professionals associated with children’s lives are being paid handsomely to explore children’s vulnerability to marketing messages and ways of exploiting them. Marketers are trained to ensnare parents by getting their children to nag for material objects. In fact, almost 25 – 40% of all purchases made by parents are because of the persistent nagging of their children (Linn, 2004). Child product manufacturers are the top advertisers on TV, spending almost 17 billion dollars per year (Šramová, 2014). Media companies hope to turn children and teens into adult loyal customers of the brands they advertise and the earlier children are exposed and buy certain brands, the longer their loyalty to the brand and to the company that manufactures the products (Quart, 2004).
How Media Constructs Adolescent Needs
A new paradigm for looking at the impact of media on adolescents is exploring how media not only sells certain messages, but it creates the world that people live in (O’Shaughnessy & Stadler, 2014). As discussed in chapter one, the form that adolescence takes today is a social construction and media has been and continues to be a big part of that creation. One of the pioneers of early marketing to people of all ages was Edward Bernays who was a nephew of the founder of psychoanalysis Sigmund Freud. Bernays was assigned to devise a campaign for the cigarette company Lucky Strikes. He conceived of an ingenious strategy where he exploited many women’s need to appear trendy to popularize cigarette use among women. He even used the women’s liberation movement at that time to associate freedom with smoking. Prior to Bernays, companies mostly aimed their marketing at essential goods, but Bernays convinced producers that almost anything can be sold if they appealed to people’s emotional needs and deep inner wants (Amos & Haglund, 2000).
In Herman and Chomsky’s well known book Manufacturing Consent (1988), they assert that media operates through several filters that actually manufactures our consent even in countries with a free press. The first filter is through ownership. Since mass media is typically owned by a few corporations, the bottom line is always profit for the shareholders. Since the cost of producing mass media is high, owners recruit advertisers to cut down their costs and in return they sell the audience to the advertisers. Those in power find ways to influence the stories that are told and they determine how they are told. As a result, profits and self-serving goals form barriers to people’s capacity to get information that is unbiased. While the platforms for disseminating information has mushroomed, the underlying profit-motivated frameworks have changed little (McChesney, 1989; 2008). Teens today have more conversations centered on brands as compared to teens in past years (Quart, 2004). Regular children and teen programming have a parade of brand name products displayed prominently and these are promoted additionally through peer to peer marketing (Story & French, 2004; Lee & Ulgado, 1997).
In the 1970s, the American Pediatric Association argued persuasively for a ban or at least a regulation on advertising in children’s programs on TV. Marketing lobbyists vigorously fought against the proposed legislation and managed to thwart the movement towards regulating children’s advertising (Schlosser, 2001). The commercial value of teen free time and their engagement with popular media has been well documented both in academic literature and among marketing circles. Fox (1995) described the many ways that adolescents are manipulated by commercial interests because youth do not recognize the real purpose of advertising and often mistake the actors in the ads as representing real people. The students in his sample could not distinguish between a public service announcement and an ad for a sugar beverage in terms of their purpose and intent. Other research has conclusively demonstrated that marketing of fast food products has led to a rise in obesity as well as disordered eating nationwide (Cummins & Macintyre, 2006). As a result, in recent years there has been a movement by parents, caregivers and other advocates for children to push the Federal Trade Commission to impose regulations on advertising aimed at children (TEDX, 2013). The advocates argue that cigarette advertising aimed at children was regulated because of its dire public health impact; fast food and other children’s products have a similar public health impact and therefore their marketing should be regulated (Allen, 2008; Adam, Tyrrell, Adamson & White, 2012).
Popular media creates ideas and narratives for people to make sense of their society – the political ethos of a society. In modern times, mainstream media has had an unprecedented role in shaping public perceptions of youth. For instance, much of the popular narrative about the media impact on youth has been negative – studies are cited by writers to substantiate how media makes young people more violent and more prone to sexual behavior. This reflects researcher’s perceptions of youth as being particularly impressionable and vulnerable. The media in turn provides symbols and stories that young people use to live their lives. Media narratives both define youth and is defined by youth in particular ways. Youth in turn borrow the metaphors that media provides to communicate their own social location (Ruddock, 2013). Anyone who works with adolescents and youth cannot understand youth reality without coming to terms with the media that adolescents interact with. American teens spend more than 10 hours a day immersed in popular media including television, feature films, music, video games and going online (Buckingham, Bragg & Kehily, 2014). The sheer amount of time that they engage with popular commercial and digital media underlines the importance of the media messages on their lives.
Violent Video Games, Sexism and Youth Aggression
Violence in commercial media is usually measured by researchers by operationalizing it as deliberate intent to harm another individual through physical activity (Meurant, 2009). In the 1970s and 80s there were a series of studies that seemed to demonstrate that children who watched violent TV at age 8 were more likely to exhibit increased aggression at age 18 regardless of the baseline violent behaviors they exhibited at age 8 (Huesmann & Miller, 1994; Huesmann, 2007). A comprehensive meta-analysis of studies conducted by Anderson and Bushman (2001) establishes a clear link between playing violent video games and watching violent acts on TV (in other words, both active and passive media) to aggressive behavior. The majority of medical and psychological professional organizations similarly agree that there are clear links between the viewing of violence and behaving aggressively (Gentile, Anderson & Gentile, 2003). Some researchers claim that in terms of magnitude, violent video games’ effect on violence is higher than other significant established factors for violence like growing up in an abusive household and neighborhood crime (Anderson & Bushman, 2001; Sherry, 2001). Cross-cultural research similarly substantiates the above findings (Colwell & Kato, 2005; Groebel, 2001).
The new frontier in exploring the impact of violent video games involves marking changes in brain functioning when people play violent video games. For instance, studies have demonstrated changes in the prefrontal cortex after playing an aggressive game (Hummer, Wang, Kronenberger, Mosier, Kalnin, Dunn, & Mathews, 2010). Under situations of threat, there is arousal in the amygdala, the emotional center of the brain and this leads to an inhibition of the regulatory capacities of the individual. The self-regulation areas of the brain show decreased activity and the subject exhibits increased attention to physical cues in the environment. This might lead to higher distractibility and impulsive behavior. Thus, in situations where a gamer feels provoked after playing a violent video game, they could exhibit an increased unregulated response to an unconnected event (Hulvershorn, Mennes, Castellanos, Di Martino, Milham, Hummer & Roy, 2014). In addition, studies show that post-playing aggression persists over a long period of time (Brunelle, 2014). Extended game playing is related to a hostile world view and players show more aggressive fantasies and include changes in personality like sensation seeking, risk-taking and breaking rules (Hull, Draghici, & Sargent, 2012). There are some moderating variables in this relationship between violent media and aggression according to some researchers. The more realistic the video-game images, the more the players identify with the character and they are more immersed in the game (Möller & Krahé, 2009). When they can personalize the character, the effect is stronger in terms of their identification. Players playing with a Black avatar or a male avatar tended to be more aggressive afterwards than players playing with a white or a female avatar. This demonstrated the impact of deep-seated cultural stereotypes on subsequent behavior (Cicchirillo, 2009; Waddell, Ivory, Conde, Long & McDonnell, 2014).
Video Games are a 25-billion-dollar industry and shows no sign of slowing down. Content analysis of advertising of video games demonstrates that the images are highly sexualized and portray women in demeaning ways (Dill & Thill, 2007). When video game covers portray women at all, they are shown as sexual objects. In the games themselves, women often are waiting to be rescued or secondary to the male characters. The former is more likely to be nude and engage in sexually provocative posturing. Studies demonstrate that viewing of sexually objectified female game characters lead to a higher tolerance for sexual harassment and more sexist thoughts (Dill, Brown & Collins, 2008). Similarly, playing sexualized video games lead to more participants accepting rape myths and a few even professing to be aroused by rape (Beck, Boys, Rose & Beck, 2012). The relationship between sexual imagery in video games and actual behavior is more complicated and research is less conclusive about its impact on them (Anderson & Dill, 2000).
Sexuality in Commercial Media
Caregivers and parents of adolescents are uncomfortable talking about sexuality in general and sexual behavior online is even more difficult to discuss. Regardless of what adults think, adolescence is a time of searching both for one’s sexual identity and more broadly, intimacy and relationships. Today technology has become ubiquitous in that search (Steele, 1999). In fact, teens feel a greater freedom to explore their sexual identities online because of a sense of privacy and anonymity. In recent years, there has been an explosion of sites aimed at providing information on all matters related to sexuality and sexual behavior to adolescents.
Youth with non-normative sexual interests and needs find other teens to provide support and supply information. Similarly, there are online dating sites that address the needs of youth in helping them find romantic connections (Kanai & Dobson, 2016). Youth engage in online gaming and visit pornography websites in larger frequencies than ever before but there is little data on the long-term impact of engaging in these activities (PBS Newshour, 2016). There is some evidence that boys visit pornographic sites in larger numbers and adolescents who view pornographic material online tend to engage in sex at higher rates, but long-term studies demonstrate that over time viewing decreases especially as they enter adulthood (Brown, 2002). The impact of pornography on adolescents have been mixed; some studies show that engaging in excessive pornography during adolescence leads to negative consequences like erectile dysfunction and negative attitudes towards women, and subscribing to rape myths (Hussen, Bowleg, Sangaramoorthy & Malebranche, 2012; Wright & Bae, 2015). Other studies demonstrate that adolescents tend to grow out of their engagement with porn and can establish intimate relationships with others as adults (Štulhofer, Buško & Schmidt, 2012). The relationship between popular and digital media, sexual behavior and sexual attitudes will be explored in greater detail in the chapter on Peers and Relationships.
Review and Reflect
REVIEW
1.How do teens today embody leisure?
2.Is there a difference in how leisure is performed based on one’s socioeconomic background?
3.What are some ways that the media constructs adolescent needs?
4.How does the brain respond to people playing violent video games?
REFLECT
1.What did you like to do in your spare time as a teen?
2.How did your familial and economic circumstances affect your time of leisure?
Representation and Difference
Media, Power and Difference
Media representations are not neutral but reflect the views of those who have power. There has been some excellent exploration of mainstream media representation based on gender, race, class and religious categories in contemporary society by researchers from a variety of disciplines. One of the principal ways in which media portrays groups in the margins are in the form of symbolic annihilation and through misrepresentation of groups. Symbolic annihilation occurs when some groups are invisible in public spheres including the mass media.
Gramsci introduced the notion of hegemony to explain how it is that the powerful continue to maintain their hold over society. One of the ways that they do is through ideological manipulation and misdirecting the attention of the audience and one of their most forceful instruments is popular and commercial media. For example, instead of concentrating on the corporate welfare that rich families receive through tax loopholes and breaks, and through sheer non-payment of taxes, it is the poor and other marginalized groups that are labeled welfare cheats. Instead of pointing to a central fact that most adolescent girls are impregnated by adult men, the media focuses on the teen mothers who are supposedly lost and have no moral virtues. Focusing on vaguely understood notions about what qualifies as welfare or what factors lead to early pregnancy, through popular medium, the masses are encouraged to focus their anger and hatred towards the most vulnerable groups in a society.
Gender
Popular media provides information on the ways in which gender is expressed in our lived reality. Women and girls are often reduced to their bodies in popular media despite all the strides that they have made in modern society. By the end of their teenage years, girls suffer from higher rates of depression, self-loathing and disordered eating than boys and experts believe that popular and digital media play a big role in their negative body image (Dines & Humez, 2003). Boys get the message that girls’ bodies are what is important in judging them. The ideal physical image of beauty of women in magazines and on TV are flawless, especially with all the technology that is available to photoshop and perfect these images. Similarly, real boys are depicted as being hyper-masculine, powerful and in control. Thus, anyone who does not conform to this idea of masculinity is denigrated (Nayak & Kehily, 2013). Boys are often forced to put on a mask to hide their vulnerabilities. By the end of their youth, boys are likely to respond to these messages by engaging in self-destructive behavior, dangerous risk-taking and acting out in anger (Osgerby, 2004).
Race and Ethnicity
Media representations around issues of race and ethnicity are skewed and reflect the stereotypes held by groups in positions of power. Edward Said introduced the concept of Orientalism (1978) to explain this phenomenon. Orientalism is a framework for viewing the world often used by European thinkers, especially with the rise of colonialism. The framework distorts the differences between the East and the West by exaggerating them. During the period of western colonization of the rest of the world by the countries of the Global North, this view was emphasized to justify the rule of the European colonizers over the others. Under the orientalist view, shared common values are ignored or unstated. Cultural practices of ethnic minorities are exoticized, demeaned or labeled unnatural and backward. This concept of ‘othering’ unfamiliar cultures leads to social divisions where the world is divided into us and them and where dialogues are precluded between groups. The orientalist lens is still evident as one examines the functioning of popular media (Eric Ingersoll, 2018).
Racially and historically marginalized ethnic groups are infrequently portrayed on TV or feature films. When they are portrayed, ethnic minorities are depicted as criminals, mentally ill, and a danger to society. Some groups are often represented as very dependent and child-like (Alia, 2005; Cottle, 2000). Black youth are depicted as criminals in news reports and TV shows (Welsch, 2007). Immigrant youth are depicted in certain segments of popular media as being a threat to prosperity in society because of their impact on jobs and services while the benefits of their presence is understated (Ungar, 2001). Muslims are represented as threats or as having irreconcilable differences with mainstream values (Morgan, 2016). Concurrent with the invisibility and misrepresentation of people from historically marginalized cultures, the lives of Christian, white, heterosexual, cis-gendered, upper and middle class, able-bodied youth are valued more than the lives of people from other groups. As a result, TV programs predominantly feature white protagonists and simply include a few youths of color as tokens on shows (Wilson, Gutierrez & Chao, 2003). When people from underrepresented groups appear on TV, they play stereotypical characters that reinforce pre-existing ideas about the groups featured. The consequence has been that there is a moral panic among mainstream white populations towards people from marginalized communities (Welsch, Price and Yankey, 2002). Moral panic is the intense fear of one group of people threatening the general social order and these social panics spread under the influence of mainstream media and on social media.
LGBTQIA+ Youth
Lesbian, gay, bisexual, trans and queer youth and youth who manifest non-normative gender and sexuality are practically non-existent in children and teen shows. Thus, for LGBTQIA+ youth, one of the most ubiquitous environments that children are immersed in has few characters that they can identify with. In addition, heterosexual behavior is elevated into a transformative and magical experience that supposedly leads to eternal joy. In primetime shows on TV, LGBTQIA+ characters are depicted about 4% of the time. When they are cast in popular media, they are portrayed in highly stereotypical roles (McInroy & Craig, 2015). Research studies have demonstrated that when children with non-normative gender and sexual identities have few representations in public spaces, there is more trauma associated with the shaping of their identities and they exhibit higher rates of depression, self-destructive behavior and have lower self-esteem. Thus, balanced LGBTQIA+ media representations are crucial to transforming the way society views people who belong to non-normative gender and sexuality communities (Gandy, 2015).
Youth with Disabilities
Youth with disabilities endure many forms of symbolic annihilation on commercial popular media. Paul Hunt (1991) similarly analyses media representations of youth and adults with disabilities and concludes that they are practically invisible in popular media even when compared to other historically marginalized communities. When they do appear on TV or in films, they are shown as evil perverts (especially if they have a mental disability), child-like with few adult needs and traits, odd curiosities and exotica, non-sexual people or the objects of other people’s humor. Young (2012) points to the phenomenon where youth with disabilities are often cast as heroes who manage to overcome terrible odds through sheer personal effort and with little social support. The author calls these depictions inspiration porn. Inspiration porn refers to the fact that marginalized youth are expected to raise themselves on their own without social, community or government support. Popular depictions of instances of heroic achievement underemphasize the social supports and community involvement that allow historically under-represented group members to achieve their potential.
There are even fewer depictions in popular media that involve youth of color with disabilities (Farmer, 2010). Not being exposed to people of color with disabilities prevents mainstream communities from recognizing this as a social problem that needs to be addressed with humane social policies. There is evidence, for example, that Black youth in trouble in high schools are criminalized while white youth are medicalized. This is because youth of color with mental or physical health issues are symbolically annihilated, leaving viewers to assume that behavioral infractions by youth of color must be because of criminal tendencies. Some experts point to the fact that the crack epidemic that devastated poor Black communities resulted in zero-tolerance laws while the heroin epidemic that is devastating white communities is framed as a mental health crisis. Similarly, Black patients are less likely to be prescribed painkillers than white patients for similar problems (Hoffman, Trawalter, Axt & Oliver, 2016). In general, it is rare for people with physical and mental disabilities to be depicted on popular media as having rich lives outside of their disabilities and the disability itself becomes the focus of any depiction of the group. While disabilities are socially constructed and it makes sense only within specific social contexts, popular depictions of disability are often portrayed as residing within the person in popular media.
Social Class
Mass media rarely portrays people from the upper class in a negative light nor does it highlight the issues of inequality in wealth and power. There is often an element of nostalgia when upper class are depicted with the notion of honor and culture emphasized. The middle-class family are the most represented in the media, with middle-class values and concerns emphasized as the most relevant for society. Leech (1967) refers to this as the cereal packet family, by which they mean that the idealized version of the middle class is held out as a norm for others to aspire to. The working class and the poor are portrayed mostly negatively in popular media. They are mostly shown as well-intentioned but clueless, extremely troubled and therefore causing trouble, and undeserving of public sympathy or help because of their laziness and lack of enterprise (Schildrick & MacDonald, 2007). In his book Chavs, Owen Jones the British sociologist argues that as society has become more unequal there has been an increasingly fierce demonization of the poor and the working class to justify the existing system (University of Birmingham, 2012). Media representations of the poor encourages us to think of poverty as self-created situations and individualized, rather than a product of political factors and family social location.
Conclusion
Popular, commercial and digital media tell us how the world ought to be structured, what our values should be and most important of all, what is ‘normal’. When youth from marginalized communities are constantly exposed to popular commercial media that communicates that they have no value, are evil or just objects of fun and vicious humor and are responsible for their own terrible situation, youth react by internalizing these messages (Carmangian, 2013; Emerson, 2002; Gross, 1991; Petras, 1993). Thus, many of the modern ‘ills’ exhibited by adolescents be a response to the hegemonic messages about youth in the margins put out by those in power. In 2019, during Black History Month in March, Esquire Magazine’s cover feature was called The Life of An American Boy. It profiled a 17-year-old middle class, white, heterosexual boy normalizing the lives of a small slice of the American population – it received criticism from a wide range of readership and other magazines for its choice of representation of boyhood in 21st century America. There is a lesson here in that mainstream social science takes as its norm white, cis-gendered, heterosexual, Christian, and middle- and upper-class youth as its norm for representing adolescence. Popular media reinforce the stereotypes about youth in the margins. It creates a feedback loop for youth that does not capture all of the potential authentic ways of being for young people.
Review and Reflect
REVIEW
1.In what ways are people from historically marginalized ethnic groups portrayed on commercial media? How does this impact how they are treated in real life?
2.How do the concepts of Orientalism contribute to the act of ‘othering’?
3.How are the lives of youth with disabilities portrayed in the media?
REFLECT
1.Think about some of your favorite media shows. What is the racial and ethnic demographic of the casts in these shows? How are people from historically marginalized ethnic groups portrayed in these shows?
Digital Media and Youth
The principal developmental tasks for adolescents in the last half a century involve exerting their independence, exploring new ways of expression and looking for peer validation. However, the digital revolution has transformed their spaces and methods of exploration. Most teens today have computers or laptops, smart phones, video game consoles and tablets (Roberts & Foehr, 2008). While there has been a sea change in teen media use, there are disparities in usage based on income, race and ethnicity (ana Rojas, Straubhaar, Roychowdhury & Okur, 2003). Black and Latinx youth have much lower levels of digital engagement than white and Asian youth though in recent years the gap is considerably narrowed (Fairlie, 2004; 2017). Language barriers along with income and other factors contribute to the large digital divide between groups from different ethnicities (Servon, 2008). Of those who do have access to digital devices, 90% of youth of all ethnicities go online every day and about a quarter claim to be online almost constantly (Weber & Dixon, 2007). When online, youth spend more time on social media than on other activities. They use Facebook the most followed by Instagram, Snapchat, Twitter and Vine (Anderson & Jiang, 2018). Teens report that texting is their principal manner of communicating digitally with friends. Talking on the phone is rarely preferred by youth (and increasingly, adults as well); boys report video games as a significant mode of communication with friends (Pew Research Center Teen Relationships Survey, 2015). While many teens report engaging in digital technology use deliberately, they are equally likely to be exposed to popular media in an ambient fashion. In many homes, the television is on during meal times or music is playing in the background. There might be billboards on the way to school and digital signage in the school hallway. There is little research about the impact of ambient exposure to popular media on children and teens, though there is some evidence that teens do absorb the advertising information in all of these different modes (Stice, Spangler & Agras, 2011; Harris, Bargh, & Brownell, 2009; Veerman, Van Beeck, Barendregt & Mackenbach, 2009).
One question raised by such ubiquitous media use among adolescents is whether digital media and the accompanying multitasking, affects the way they process information. In one survey conducted by Scholastic, 92% of teens report they concentrate the best using printed material and 89% report that if costs were the same, print was preferable to digital reading materials (Subrahmanyam & Smahel, 2010). The major challenge with digital reading (and writing) is often distraction (CBS News This Morning, 2015). Some researchers claim that excessive texting and engaging with digital media could become a neurological addiction (Conley, 2011). In both high school and college classrooms across the country, instructors are having to manage this distraction through using enactment of codified rules and strategic redirection (Cheong, Shuter & Suwinyattichaiporn, 2016). Another major challenge for instructors of youth increasingly is to transform in a dynamic fashion the platforms where new information is presented to students. Instructors have written about using tweets (euronews, 2014) to find out more about students’ understandings of a topic and engaging students through social media platforms while at the same time offering guidance to critically deconstruct messages in the platform (Alverman, 2017; Akom, Cammarota & Ginwright, 2008). Since technology is constantly changing and the kinds of platforms young people are using and feel most comfortable in is undergoing rapid transformations, it is a challenge for instructors to use them in a relevant and useful fashion.
Cell Phones, Social Media and Adolescents
Today, adolescents spend considerable time during their waking hours emailing, texting, tweeting, watching and posting Instagram photos, using their cell phones almost exclusively. The average American spends 11 hours a day with their digital devices (Petronzio, 2014). In one survey, college students reported using cell phones over ten hours a day with many of them reaching for their phones first thing in the morning (Pew Research Center Teen Relationship Survey, 2015). In fact, young people have been central to the penetration of internet capabilities into the average American homes. Families with teens are much more likely to be connected digitally and use online facilities than families without (Montgomery, 2009).
It is only recently that the impact of excessive cell phone use on the brain and cognitive functioning has begun to be explored. In one study, scientists found that the right frontal lobe functioning in youth who texted excessively was reduced compared to their peers who did minimal texting (Seeking, 2016). This area of the brain is involved in regulating behavior and self-control (Walsh & Walsh, 2007). In another study, students who texted in a marketing class received lower grades than those who did not receive texts and did not send out texts (Clayson & Haley, 2013). A few studies substantiate the negative relationship between compulsive texting and grades among high schoolers (Domoff, 2010; Lister-Landman, Domoff, & Dubow, 2015). High levels of texting have been related to social intolerance (Kobayashi & Boase, 2014), increased peer conflict and bullying (Allen, 2012) distractibility during school (Thompson, 2017) and lowered levels of enjoyment of school (Garmy, 2014). On a positive note, texting also encourages increased self-disclosure and the effects of texting is mediated by teen off-line lives (Davis, 2012). In a few programs with high school students, texting has been used to assign interesting work outside of the classroom. In one class, students were given problems using their smartphone and students had to text the answer back. The study found that it increased student’s enjoyment of the topic and allowed them to apply their knowledge outside of classrooms (Swartzwelder, 2014).
Sherry Turkle (2012; 2015) was a champion of technology adoption to transform lives in the early 1990s. Today, she contends that technology is undermining our relationships by providing for easy distraction and making it easy to not be emotionally present (Turkle, 2015). Turkle claims that young people are prevented from developing an independent self because of their near constant connection to digital media. In addition, she asserts that the digital media forces adolescents to constantly manage their public self which is highly stressful. In addition, youth use online platforms to escape negative life events thereby preventing them from having opportunities to develop strategies for healthy living and empathy. From the many interviews with teachers and other advocates for youth, she points to the inability of many young people to talk to adults and maintain eye contact with them (Fischetti, 2014). Media multitasking could lead to increased burden on the areas of the brain involved in attention and regulatory control without the corresponding increase in performance (Moisala, Salmela, Hietajärvi, Salo, Carlson, Salonen, Lonka, Hakkarainen, Salmela-Aro & Alho, 2016). Her views are confirmed by surveys that demonstrate that adolescents and youth report that they rarely use their cell phones for real voice conversations, instead preferring to text (O’Keeffe & Clarke-Pearson, 2011; Reinemann, 2013).
Many adolescents report that they are afraid of the face-to-face conversations that colleges may force them to engage in. Many youth respondents assert that they feel vulnerable because of the unpredictable nature of real-time conversations. Youth prefer to engage with their parents or their dating partners through text messaging and emailing since it reduces the intensity of conflicts and allows them to arrange themselves in the most favorable way possible (Madden, Lenhart, Duggan, Cortesi & Gasser, 2013; O’Keeffe & Clarke-Pearson, 2011). Thus, according to some experts, children and youth are being given fewer opportunities to demonstrate anger, anxiety, disgust and fear, in socially appropriate ways, because of the overuse of texting in communication instead of face to face conversations (Lenhart, Ling, Campbell & Purcell, 2010). Paradoxically, under circumstances of stress youth have reported that they prefer face to face interactions than receiving emotional support via text messages (Holtzman, DeClerck, Turcotte, Lisi & Woodworth, 2017).
Digital platforms and cellphones have been identified as new spaces for commercial exploitation of children. Just as in traditional media, commercial forces are a big factor in how teens are encouraged to use digital media (Montgomery, 2009). Children have been thrust into the frontlines of the culture wars both as players and symbols in the new digital world. With the capacity to increasingly hide their activities from caregivers and other adults, the online environment has proved to be a very profitable platform to sell products and ideas to children and youth (Hargittai, Schultz & Palfrey, 2011). Corporations now have so much data on teen engagement online that they can make accurate predictions about individual behavior, desires and needs using social media interactions. This in turn allows for programming that can be commercially exploited. For instance, Facebook has a research division that captures the minutiae of teen relationships as they unfold minute by minute. Facebook and other social media platforms can then sell this information as well as place their own advertising and news stories appropriately for increased revenue (Russell, 2013). In many cases, the boundary between media and other aspects of life is disappearing as all these technologies are woven seamlessly together. The Children’s Online Protection Act only protects children under the age of 13; thus, teens are the most exploited within the commercial realm (Pollach, 2007). A side effect of these predictive algorithms are the filter bubbles that individuals are exposed to. Users can only see similar viewpoints online thus isolating people into silos. Children and teens are not exposed to diverse viewpoints and people from varied backgrounds, defeating the motto of the digital media companies that claim they are bringing the world together.
Another related concern around connectedness to social media and other platforms are their addictive quality, especially for teenagers (Andre White, 2016). The persuasive technology lab at Stanford trains its graduates to examine the habit-forming impact that computers have on humans and how this can be manipulated for commercial interests (Fogg, 2009). The originators of this field of research call this captology or computers as persuasive technology. For them, a successful application creates a behavioral loop, providing both the conditions of a recurring problem and a momentary solution to it. Thus, feelings of boredom or indecision leads to certain actions using technology and over time these connections are cemented into habits – i.e., looking at one’s Facebook page because one is bored. When a user finds a satisfying post, they get a hit of dopamine to the reward centers of the brain but because it is unpredictable, the user is ready for another hit soon after (Oulasvirta, Rattenbury, Ma, & Raita, 2012).
The need for constant connection to social media has been termed Fear of Missing Out (FOMO). Przybylski, Murayama, DeHaan, & Gladwell, (2013) found that a high score on FOMO was related to a host of motivational and academic problems in school. Under these circumstances, it is hard for adults to exert control to protect their children. Some researchers have suggested that the industry needs to give users opportunities to exert control over their own technology by reminding them about the time spent on specific platforms and their loss of privacy. Feedback about one’s behavior online has been found to be effective in regulating time spent online (Carver & Scheier, 2001).
Communication and Sexting
Smartphones and other media devices have made it easier for people of all ages to connect to each other. More recently, legal experts and youth advocates have expressed fears around the issue of sexting. Sexting can be defined as sending sexually suggestive images and messages via smart phones. Defined more loosely, it could also include receiving and sending forward such images. Typically, 14% of teens have sexted in any given year (Lenhart, 2009). Older adolescents are more likely to have sexted than younger teens. Even though the percentage of adolescents who have sexted is small, the number of youths who have received sexually suggestive words and images is much larger affecting a much larger proportion of teens. The research connecting gender and sexting is mixed and does not clearly demonstrate that one sex engages in the behavior more than others (Klettke, Hallford & Mellor, 2014). In 2019, a teacher working in Long Island was fired from her job because a topless photo she sent to her ex-boyfriend fell into the hands of her students who sent the picture around. She is now suing the district for sex discrimination claiming that a man would not be fired for a similar infraction (Inside Edition Staff, 2019).
Digital images can be easily stored and distributed making one moment of indiscretion result in serious consequences for the person sending a sexually suggestive image of themselves. They can damage reputations, affect future employment opportunities negatively or lead to cyberbullying. For those receiving the images and texts, it may lead to confusion and may constitute harassment, especially if it is unwanted. Sexting may normalize pornographic images among teens which can then be used by adult sex-offenders. In fact, there is evidence that teens do not take the potential consequences of sexting too seriously and regard it as simply another form of flirting (Judge, 2012). On the other side of the debate, researchers such as Hugh Curnett (2012) argue that sexting feels in some ways powerful and empowering to some youth because of the do-it-yourself nature of producing your own sexual image in an environment saturated with adult produced media images mostly for the benefit of corporate profits. It gives the sender of the sext a sense of agency. In addition, there is a notion among adolescents that the public outcry by adults is morally duplicitous and is only the result of the deep sexual meanings in these self-produced images of nudity and sexual suggestion (Judge, 2012).
When new communication technologies and platforms become common among teens, states struggle to regulate it with the ostensible aim of protecting children and ultimately also to maintaining the current moral order (Eraker, 2010). Teens themselves are often uneducated about online communication etiquettes and are unaware of the consequences of their actions because of inexperience. Legal controls are therefore struggling to be meaningful in the face of such fast-changing technologies. Many states have now criminalized sexting among young people (Zhang, 2010). Lampe (2012) argues for decriminalizing the act stating the harmful outcomes of making this a crime far outweighs the negative impact of the act itself. While in legal terms, the ramifications of teen sexting are indistinguishable from adult pornography, Lampe argues that when perpetrated by adults, sexual images of teens lead to far worse outcomes. In most states, consensual sexting is treated the same as adult pornography even though the former is not exploitative. In most of the former cases, there was little harm done to the sender or the receiver. When there is harm done, it was because of the involvement of a third person who distributes the sext without consent. Thus, Lampe suggests that accountability should be related to both consent and the malicious intent of the sender and the receiver. In fact, according to her, punishment may harm vulnerable individuals and will not deter others. In some states there has been a move to reduce the punishment for sexting, at least for the first infraction but in most states little distinction is made between consensual and non-consensual sexting.
Since schools and other social institutions are not appropriately equipped currently to deal with the consequences with the ever-evolving technology associated with social media, parents become the main educators for youth about the negative consequences associated with sexting. Talking about sexting as part of internet and technology etiquette helps youth make wise choices. It is important for the adult to emphasize that once an image is sent, it cannot be retrieved, and the sender loses control. Teens today face immense pressure from peers and from their own need to express their desires to craft and send images that provoke and taunt. Understanding the deep motivations associated with sexting helps teens gain more control over their technology. If youth are receiving sexually suggestive imagery from their friends, they need to be taught that it is against the law to distribute them as it constitutes pornography. In order to be safe, it is important to suggest that they delete sexually suggestive images. Most important of all, parents and caregivers of youth need to push schools to have appropriate education around issues related to technology that is inclusive of all youth and their need to connect and belong.
Review and Reflect
REVIEW
1.What are some of the challenges instructors face as youth become increasingly engaged with digital media?
2.How do commercial forces influence how teens are encouraged to use digital media?
3.How are the perspectives of sexting different among youth and lawmakers?
4.What are some of the legal controls around sexting?
REFLECT
1.What aspects of your life does digital media impact?
2.What aspects of your life did digital media impact 10 years ago?
Media Literacy and Youth Media Production
For most of its history, research on the impact of media on young people tended to focus on them as passive consumers of adult driven messages. In more recent years, the move to study the audience of these messages have uncovered the surprising agency that many youths demonstrate to media messages and the efforts of advocates to facilitate new ways of responding to commercialism in the media (Jackson & Goddard, 2015). In some ways, the ‘girl-power’ movement of the 1990s and other such empowering forces allowed teens to talk back to big media (Hains, 2009). Bloustien (2003) wrote about how the opportunity for young women to present themselves in new ways online allowed for both self-making and self-representation. The girls in her study carefully chose the images that they wanted to carve out for themselves while also experimenting with novel depictions of their desired selves. The girls in Bloustien’s study used images and narratives from popular culture to communicate their own sense of who they were. Seiter (2005) similarly points to Latinx boys in her study who adopted cultural symbols from wrestlers in their own representation in film of who they were. Most spontaneous youth media productions however ignored difference and inequality in popular media and the images they chose reflected their assumptions that they and their inner circle were the norm; thus, teen media even if self-produced erases or minimizes difference (Osgerby, 2004). Youth and their problems were more likely to be explored using the framework from mainstream communities that have predominant access to digital media production tools- these typically tend to be white, heterosexual, cis-gendered, middle and upper class, and Judeo-Christian (Akom, Cammarota & Ginwright, 2008).
Today social media and other forms of digital media are ubiquitous and the technology that is essential to media production are more easily available to youth in the margins (Horst, 2011). Phones are more media tools than phones in the way in which they are used by people. They can consume and produce media for dissemination. As a result, children and youth are participating in information and entertainment culture in an unprecedented manner. The challenge is to connect formal critical media pedagogy (Media Literacy Now, 2017) with their informal knowledge allowing them to be flexible in their responses to the dramatically changing world. As advocates of children’s expanding use of digital media, it is impossible to not be fearful of the many negative impacts of media while recognizing the opportunities and affordances it provides for growth. All literacies are a capacity to share meaning through symbols. Today, there is an expanding arena of work and life in which that facility for dissecting information and producing meaning is important.
Experts today agree that there are many kinds of literacies that go towards shaping an educated individual. Traditional reading and writing are no longer enough to be fully informed. Aufderheide (1993) writes that media literacy is the ability of the citizen to access, analyze (evaluate) and produce information for specific outcomes. Robinson (1996) defines media literacy as the ability to decode the carefully constructed codes and conventions of the media industry and understand how it affects our perspective of the world. Thoman (1999) adds that it is the ability of the consumer of media to make personal meaning from all the information. Thus, it is the ability to choose, challenge and question. It is the ability to be conscious of current events and the larger structural forces that influence the trajectory of individual lives. Some of the essential skills of a media literate person is the capacity to analyze media messages, identify who created the message and for what purpose, recognize the tools of persuasion used to sell ideas and objects, identify lies and biases, and most importantly, forge ways to be agents of change (Schwartz, 2001).
Today, teacher education programs routinely include technology but have little on media literacy (Considine, Horton, & Moorman, 2009). Critical media literacy pedagogy requires that teachers of children and teens critically analyze the impact of media on their students, the entities that big media benefits and the groups it disenfranchises, how violence in television affects children and the commercial implications of growing up in a media saturated environment. An effective media literacy curriculum would have to explore the anti-democratic sentiments that are part of the media landscape for youth – reducing their needs and aspirations to fashion statements, exploiting them for commercial purposes, and demonizing and stereotyping them as immature and self-obsessed (Hobbs, 2010; Lewis & Jhally, 1998).
A crucial part of media literacy is to fully comprehend that media and power are intimately related and the many ways in which they are related. Some groups have less space in popular media than others and in an effective media literacy curriculum, students would explore the complex ways in which some groups are kept out of power within mainstream media (Lewis & Jhally, 1998; McChesney, 2015). A second important goal for media literacy programs is to explore the commercial interests that govern most media. As McChesney (2008; 2015) asserts, for most of the major players in the marketplace, the concern is in profit and less, if any in the health and welfare of the population. Thus, an important element of a critical media literacy program would include democratizing the nature and the access of popular media. Understanding how it works allows students to do exactly that. Some questions that parents and advocates for youth can encourage is regarding the entities putting out influential media messages. It is important to question their motive, helping to facilitate an exploration of the winners and losers of the current media environment. Teachers and parents can encourage analyses of the tools of persuasion and the parts of the story that are being left out when a story is told.
In addition, it is important to facilitate students’ exploration of the ethical dimensions of communication. Students must be taught to apply social responsibility to digital situations (Fleming, Giroux & Grossberg, 2000). Studies conducted with high school students substantiate that media literacy leads to increased levels of perspective taking, civic engagement, confidence and motivation in the learners (Bennett, 2008; Cohen & Kahne, 2011; Scharrer, 2002). Kubey (1998) cautions US educators against ignoring the vital need to educate youth about how media functions. They encourage us to examine the issue from a cultural studies framework which involves deconstructing how the media imparts cultural values to our society. Since media is a crucial space for imparting cultural messages, it is also a space for those who are powerful and those who want to assert their own dreams and desires. For Kubey, the central purpose of media education is to make this struggle for power in media representation explicit and teach students to denaturalize these images – to not take them as natural. When students begin to comprehend the many ways that media represents the real world, they can start to challenge the basic assumptions around us that we take for granted. A good media education class would allow students to leverage the media environment and not ignore it.
While young people have unprecedented means to communicate with others, they experience little control over that communication. In fact, youth report that they feel surveilled and controlled (Ruck, Harris, Fine & Freudenberg, 2008). Advocates of youth must prepare students to be leaders in creating the new media environment, move it from a closed to an open system, from a predetermined structure to a platform for free expression and from simply absorbing information to participating in its creation (Merrin, 2009). Watch Ernest Morrell, professor at Teachers College at Columbia talk about media literacy and empowerment among youth – there is no video link here yet.
Clark (2013) asserts that in an environment where there are more youth of color than white youth under the age of 18 in the country, we must foster agency and voice for our students with digital media. In one study she conducted, high schools’ students decided to use digital media to explore their relationship with local law enforcement. They videotaped their conversations with cops, analyzed the data and came up with suggestions to improve the frayed communication between the two. As a result of the study, training in implicit bias was introduced to the local law enforcement training. Clark emphasizes that along with teaching youth how to use their voice, advocates need to help teens gather their audience and use digital technology for evidence gathering and reflection.
Media literacy need not be a standalone course in educational projects. It can be integrated into other areas of study. In one South African school, students were taught to dissect history books to explore gender bias in the depiction of men and women (Schoeman, 2009). Exposure to critical media can be used to teach immigrant youth a new language (Vargas, 2006). The differences between a popular article on a scientific subject and its primary source can be used to discuss how audience and intent has an influence on the writer’s language and tone (Yarden, Brill & Falk, 2001). One group of teachers facilitated an exploration of popular scientific claims using primary resources by their high school students (Brickman, Gormally, Francom, Jardeleza, Schutte, Jordan & Kanizay, 2012). Another group of teachers explored children’s films for inaccuracies in scientific understandings (Worsham & Diepenbrock, 2013). In fields like the social sciences, there is evidence that having knowledge of media production also increases student’s civic engagement (Hobbs, Donnelly, Friesem & Moen, 2013; Kim & Yan, 2016).
Review and Reflect
REVIEW
1.What are some of the ways in which media and power are intimately related?
2.What are some of the benefits of media literacy programs on youth?
3.How does youth media production impact the development of youth voices?
REFLECT
1.Have you ever used media to communicate with a larger audience or a corporation regarding an important issue? What was that experience like?
2.If you have never used media to communicate in this manner, how would you go about it?
Conclusion
Leisure takes varied forms in different cultures and historical periods. In modern industrial capital societies, it has been co-opted by corporations for profit and to sell people products, images and ideas. In the last two years, it has become evident that political actors use digital and social media to manipulate the emotions and perceptions of the masses and fake news has been employed to create moral panics and violence among people. Critical media literacy is an important tool for teachers and other advocates of young people to help them talk back to corporations in the face of disenfranchisement and lack of inclusivity.
Glossary of Terms
‘cereal packet family’
‘computers as persuasive technology’
“manufacturing consent”
accountability
Black avatar
boy scouts
chavs
critical media pedagogy
decriminalizing the act
denaturalize
digital divide
ephebiphobia
filter bubbles
Greek & Roman ideas of leisure
hegemony
inspiration porn
John Locke’s ideas of leisure
loyalty to the brand
media literacy
media multitasking
moral panic
orientalism
pornography
Puritans
regulations on advertising
schools are criminalized
sexting
sexualized
snapchat
symbolic annihilation
the Protestant reformation
tweets
vine
Wallace Foundation report
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