Page 604 - Battleground The Media Volume 1 and 2
P. 604

Youth and Med a Use  | 

              technology environment they live in has resulted in more choices, and a greater
              degree of relevancy among those choices.
                The  Kaiser  Family  Foundation’s  Generation:  M  study  characterized  young
              people’s media environments in 1999 as “media rich.” In 2004, an update on the
              original study saw dramatic changes, so much so that they decided to change the
              term to “media saturated.” The study showed that in 2004, 99 percent of Ameri-
              can youth had at least one television; 97 percent had their own VCR; 34 per-
              cent had their own digital recording device; 86 percent had their own computer;
              12 percent had their own laptop; 13 percent had their own handheld Internet
              device; 74 percent had access to the Internet; and 49 percent had high-speed
              connections in their home. While many young people’s homes do not reflect
              this “media-saturated” picture, the primary socioeconomic-related differences
              appear for computers, Internet connections, and Internet-based programs. This
              being said, previous young generations could not have foreseen such a world.
                Young people are taking advantage of this new climate to great lengths. No-
              where is this seen more than with Internet usage. The Pew Internet and Ameri-
              can Life project provides the most comprehensive data on the role of Internet
              use. According to the study, there are many reasons to believe that today’s youth
              have the biggest impact on digital communication technology. Internet users
              aged 12 to 28 years old have embraced the online applications that enable com-
              municative, creative, and social uses. Eighty-seven percent of 12- to 17-year-olds
              are actively online, the most prominent of any age group. When online, they
              are looking for interactive media. Sixty-six percent of online 12- to 17-year-olds
              have downloaded audio files; 31 percent of online teens actively download vid-
              eos. In addition to simply connecting to the Internet, over half of online youth
              are active “content creators,” as they “create a personal webpage; create a web-
              page for school, a friend, or an organization; share original content they created
              themselves online; or remix content found online into a new creation.” One-
              third of online teens report sharing their own artwork, photos, stories, or vid-
              eos with others via the Internet. It must be noted that the picture of youth and
              the Internet is not entirely positive. There have been a number of cases where
              the convenience and super-fast speed of communication allowed by the Inter-
              net have resulted in gratuitous, violent, and highly charged available content.
              We cannot say what percent of youth are utilizing the Internet for “bad” or for
              “good”—just as we cannot for adults—but young people are certainly finding
              many creative and reflective uses for new media in particular.
                In addition to the role of the Internet in young people’s active consumption
              and production of media, some traditional news sources are finding ways to
              incorporate youth as part of their audiences and content contributors. Youth
              media programs worldwide have been in existence for at least 20 years. These
              programs have been providing training to preschool students up to high-school
              students in field production, studio production, media analysis/critical viewing,
              and media distribution and evaluation in audio, video, animations, print, pho-
              tography, and other media formats. However, among all the formats used, com-
              puter based multimedia (e.g., Web design, digital video/audio, etc.) make up
              that largest percentage (54 percent). Yet what may be most important is the type
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