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Summary of all lectures Youth culture in a digitial world

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Extensive summary of all 8 lectures of the course: Youth culture in a digital world.

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February 4, 2020
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Lecture 1 – Introduction
Documentaire: the selfish ledger. If you searh for a subject on Google, it gives not only the most
common results, but also your past searchings. Our behavior leads to data and data can influence our
behavior (behavior  data  behavior ). Google is a system to predict the likehood that a user will
or will not be able to take action in the future.

Youth culture: a group’s distinctive way of live, including its beliefs and values, it’s customs, and it’s
art and technologies.
For example: making music or playing in a band.

Youth culture is:
Hedonism & irresponsibility (and adventure) VS. routine, delay of gratification and responsibilities.
Youth development and youth culture are very connective with each other.

Youth culture is a response to social problems experienced collectively by a group. They develop an
collective identities. 3 elements are important to youth culture:
1) Image (style)
2) Demeanour (behavior)
3) Argot (language)

Adolescent development, digital media and youth culture are all connected.
A typical behavior for adolescent development is in instance the use of digital media. So you can’t
see them separately.

Youth culture has unwritten rules. The digital world has its own jargon as well as “rules” about how
to behave. For example: only tagging someone when they don’t look ugly on the picture or a ‘like for
a like’.

Is there a mobile youth culture?
The digital culture is a culture in itself. Separate social position characteristic for youth culture.
“Generational distinctiveness” through digital media. At the same time so connected… (digital media
let us, as parents, follow your children everywhere).
 Autonomy development?
 Self responsibility?
 Self regulation?
 Sense of individuation?
Also recognize the existence of subcultures within. Not everyone uses the mobiles in the same way.

Preferences change (about watching TV). How digital media can be age specific. Age specific changes
in daily activities also affect media use. “Something better do to” might also be relevant for social
media use or watching vlogs. Maturing out of (excessive) media use. Or developmental tasks require
other activities…?

You have to give them something else to do, so they stop using the thing that isn’t good (in Iceland,
the use of canabis). So the best approach to prevention is helping people to see that there are better
things to do.

What media do we use and how much? (see slides)
Youngsters do prefer online contact instead of meeting in real life.
2% definitely thinks that they are addicted to social media.
Playing games every day is much more by boys than girls. Boys also more problematic gaming
behavior.

,Almost everyone has a smartphone nowadays.

Bronfenbrenner’s ecological system model. Individual characteristic influence media use. Parenting
influences media use. Peers provide access to media. Schools influence media access/popularity
(they forbid it). Economic resources (family/work) influence digital media use. Cultural values
influence media use.
Lower economic status people are much more online.
Different layers affecting media use.




Adolescent development aspects:
 Identity
 Social relations
 Cognition
 Emotion & wellbeing
 Problem behavior

Identity is something you develop when you grow up. Identity formation. Who are you? What are
your believes? What is your postion in this world? Who do you want to be?
Erikson’s theory: life phases are characterized by “crisis”. Adolescence = identity versus identity
confusion. “Healthy path” = stable and secure identiy.

Youth (sub)cultures can support identity formation:
 Support intimate interactions with others
 Self-ecploration and trying different “selves” (self-concept)
 Provide possible role models (Bandura’s social learning theory)
 “Personal fable” & “imaginary audience”

Another aspect form youth development is social relations. From parent oriented toward peer
oriented. Romantic relations. Empathy development. Peer influence (certain behavior makes
popular). Social status & popularity.

Youth culture can support it meeting similar others (values, beliefs, behavior). And sharing
preferences increases friendship formation. And learn from role models (easier when you feel
connected/similar).

, Cognition: information processing, attention, impulse control, goal directed behavior, delay of
gratification, emotion regulation.

Emotion & Well-being also strong related to youth culture. Sense of belonging (Maslow’s hierarchy).
Life satisfaction. Stress. Depression and anxiety. Coping.
Youth culture can support in need to belong, sociale capital or social support, acceptance and mood
regulation.
But is it all about good things? Is it always supportive? Alternative and urban groups score higher on
depression and anxiety. Also higher in deliqency and agression (see slides).
Problem behavior is also more similar by subcultures, increases in pubirty.

Youth culture and problem behavior. Rebellion against established rules in society. Increased
rewarding value of risky behavior in groups. Experiment with adult like behaviors. Youth culture and
its values as role model for problematic behavior (= marker).
Problem behavior is connected to youth culture. Because they score higher in groups.

Vlogging: a means (technology) for subcultures. A way of expression of a subculture? Vlogging as a
subculture itself? Different subcultures within the world of vlogging?

Learning goals:
 Understanding of the role of digital media in current society
 Understanding of the relationship between youth culture and adolescent development
 Being able to reflect on the role of media within this relationship
 Understanding of the difference between digital media used as as means versus digital media as
a subculture
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