Chapter 13

13 New Screens and Young People’s Appropriation

of Entertainment Content

André H. Caron and Letizia Caronia

Acknowledgements

This study was supported by a number of organisations including:

The Bell Chair in Interdisciplinary Research on Emerging

Technologies, The Canada Foundation for Innovation, The Régie

du Cinéma du Québec and the Centre For Youth and Media Studies

(G.R.J.M.) Université de Montréal.

Introduction

New information and communication technologies have become

extremely dynamic. They have permeated our everyday life in many

forms, and provide highly accessible, flexible, interchangeable

multimedia content, particularly via the Internet. While content

has been controlled and regulated, it is now much easier to access

freely, and increasingly independent of any formal institutional

framework. Images on screens used to be viewed in specific

locations and at predictable times. Now, different platforms and

widespread Internet access have allowed these images to transcend

space and time. Multimedia consumption may now be a more

private affair far from adult control and supervision. This raises

new challenges for us all, particularly for institutions that have a

mandate to protect youth in society. We can then rightly ask: How

do young people appropriate and evaluate this content, specifically,

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movie and video game content? Are rating systems still relevant in

these new media environments?

In order to properly investigate such questions we must explore

how young consumers today perceive images displayed on these

new and traditional screens and how they relate to different

discourses in their daily lives as they are influenced by their relations

with their parents and peers. We have to understand the values,

cognitive skills and moral stances that today’s young people have

and develop, especially given that they now live and have grown

up in a hyper-media environment. Some consider young people

to be passive, easy to manipulate, unaware of values, moral or

developmental issues related to media consumption, and entirely

lacking in critical thinking skills. Others see them as active users

able to interpret, judge and choose, and able to use their knowledge

and competencies. Consequently they consider this issue of

consumption of media content in a control-free environment as

relatively unproblematic.

B oth of these scenarios are partial and therefore suspect. If

we accept that today’s teenagers are more media literate than

their counterparts of only ten years ago, the landscape of media

consumption has dramatically changed in terms of quantity, quality

and accessibility. Internet behavior patterns related to streaming

or downloading movies or playing on-line videogames create a

universe of entertainment content appropriation that seems infinite

and, thus, increasingly difficult to control. To address these issues

we need to consider young consumers of these images as active

subjects moving in evolving environments under the influence of

constantly changing new technologies.

Accessing screen images in everyday life

Although limited data are specifically available on the question

of movie downloading and streaming by young people, there are

early indications of its prevalence. For gaming, more data exist

because these usage patterns have been around for a longer time.

Major studies, including the Pew Internet, the Kaiser Family

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Foundation and the Canada Online studies, have recently published

findings on young people’s consumer habits in terms of Internet

uses for movies and games. Yet data on actual movie streaming and

downloading is still approximate. A study (Harris, 2007) involving

a sample of 1,196 youths aged 8-18 years finds that 8% of American

youth admitted to downloading movies without paying. The main

reasons for hesitating to download digital copyright software from

the Internet without paying were viruses (62%), legal trouble

(52%), and spyware (51%). In other words, refraining from such

behavior is motivated less by moral or legal terms and more by

not wanting to corrupt one’s computer. In another American study,

this time limited to adults, Ipsos MediaCT concluded that in 2008,

17% of their sample (n = 935) reported streaming movies and 11%

downloading movies, whether free or paid for.

In a national Canadian study (Zamaria & Fletcher, 2008),

conducted in 2007 with a sample of 400 youth aged 12-17, it was

found that 39% of Canadian youth reported having downloaded/

streamed and watched DVD/movies from the Internet, compared

with only 18% of the adult population. Interestingly, 12- to

17-year-olds reported that they more often watch/listen/stream

DVD/movies (33%) than download (18%) long form content. In

terms of frequency of accessing movies and DVDs online only 3%

of Canadian teenagers reported doing it daily or more frequently,

6% weekly and 30% monthly or less frequently .

A recent study by Pew on video games and civics (Lenhart,

Kahne, Middaugh, Macgill, Evans & Vitak, 2008), involving 1,102

American teenagers of 12-17 and a parent or guardian, finds that

97% of American teens played computer, web, portable or console

videogames, and half of them had played these games the previous

day. The percentage of teens having played video games was

similar in the Canadian study (Zamaria & Fletcher, 2008). Almost

three-quarters of American teens (73%) play games on a desktop

or laptop computer. The Pew study reports that the most frequently

played games in 2007 and 2008 were Guitar Hero (Rhythm), Halo

3 (first-person shooters), Madden NFL (sports, solitaire (Puzzle)

and Dance Dance Revolution (Rhythm). One in three (32%)

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gaming teens report that at least one of their favourite games is

rated Mature or Adults only. One in five (21%) teen gamers play

massive multiplayer online games (MMOGs), which are online

game spaces where multiple individuals play a game together.

A variety of games are thus available on different platforms, as

mentioned in the Pew report:

“More importantly for regulators and parents, different ratings

apply to games played in certain environments. Ratings apply

to console, dedicated handheld gaming devices, and most

computer-based games but are often not given to web-based

games, MMOGs, or games played on cell phones.’’(p.12)

Regarding prevention filters for the Internet, the Pew survey

Teens, Privacy and online Social Network (Lenhart & Madden,

2007) (n = 935, aged 12-17) reports that more then half (53%) of

parents admitted they had filtering software on the computer the

child uses at home and half the teens are generally aware that there

are filters on their computers that keep them from going to certain

websites . Two-thirds of parents report checking up on their teens

after they go online. A majority of American parents (85%) of

online teens say they have rules about Internet sites their child can

visit, and television shows (75%) they can watch, and two-thirds

(65%) restrict the kinds of video games their child can play . The

Parents, Children & Media report of the Kaiser Family Foundation

(Rideout, 2007) states that “the majority of parents say they are

very concerned about the amount of sex and violence in the media

and many believe such content has a real impact on young people’s

behaviors. Two thirds say they would support government policies

to restrict such content on TV” (p.4). A Canadian study (Zamaria &

Fletcher, 2008) shows that 51% of parents say they often monitor

their children’s activities online, but only 17% of teenagers say

that adults often monitor their online activities.

If we combine data referring to young people’s consumption of

multimedia contents with parents’ concern about and supervision

of their youth’s media uses, we gain an interesting insight into

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teenagers’ “moving culture” (Caron,Caronia 2007), actual media

environment and how parents try to assume their role.

The first set of data reveals that young people’s consumption of

multimedia contents (movies and video games) is relatively high

(all platforms included), and that in regard to videogames, one

in three teenagers play “mature” or “adults only” games that are

explicitly rated as such, or play web based videogames that are

often unrated. These environments thus allow teenagers to access

rated and unrated movies and videogames wherever and whenever

they wish, to override filters if they want to, and to transgress by

consuming “adults only” or “mature” contents in more accessible

ways than they ever were capable of in the past.

T he second set of data reveals that parents express concern about

their children’s multimedia consumption and try when possible to

exert control or supervision by using ratings as a reference when

they are made available.

T here clearly appears to be a “zone of discomfort,” a gap

between parents’ attitudes towards performing as “good parents,”

concerned with and committed to their children’s healthy media

diet, and the fact that it is increasingly difficult for them to control

the environment for such consumption.

Given these new technological opportunities, we must take

into account the possibility that the only filters teenagers use

when accessing and consuming these cultural products is their

own cognitive thinking, world views and moral criteria acquired

through their socio-cultural experiences. Is this possible scenario a

social problem? Does consumption of potentially age-inappropriate

content necessarily put teenagers at risk?

Many of these answers and questions depend strictly on the

theoretical frame we adopt in investigating the relationship

between young consumers and multimedia content presented on

their everyday screens. If we adopt the traditional and almost

commonsensical “effect approach,” the answer could only be

“yes.” If, on the contrary, we adopt a more “active user” approach,

then we need to explore the cognitive and moral attitudes of today’s

teenagers in terms of these new screens.

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Fearing the effects of images: A history of common sense

thought about media

Shared ideas about children’s and teenagers’ vulnerability to

media as well as public policies concerned with protecting minors

from inappropriate media contents have a social and cultural

history and an unavoidable inertia. They rest on data, studies and

developmental theories that have been developed in the past, whose

contemporary validity may be considered problematic. Moreover,

these policies are rooted in a social, cultural and psychological

portrait of “children and teens” that does not necessarily mirror the

children and teenagers of today.

A n historical overview of the various discourses on the role

of new technologies in society - for example, radio in the early

20th century or television in the 1950s - shows that discourses are

always constructed around the same recurrent ideas. First, new

media and its content are supposed to have a direct effect on the

psychology of individuals and their social behavior. Every new

technology gives rise to the same traditional fears: it will make

people more aggressive, apathetic or hyper-sexualized, and upset

the established order. Also, media consumption is thought to have

negative effects on human physiology. Finally, the cultural value

of content carried on new media is often considered to be of poorer

quality than that conveyed by earlier media (Wartella & Reeves,

1983; Drotner, 1992).

R arely utopian and very often catastrophic, such forms of

discourse are rooted in academic traditions, and still nurture common

sense opinions. Between pessimistic paranoia and idealistic

optimism, between fear and hope, social discourse shapes thought

with fuzzy, ambiguous contours while building upon a selection of

scientific discourses. Indubitably, the academic tradition that has

had the greatest influence on common sense opinions on young

people and the media is the “Media effect paradigm.”

Theories belonging to this paradigm are generally divided into

two types (Anderson & Bushman, 2001), (Gauntlett, D., 2001).

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 Research that focuses on the effects of media exposure independent

of its content, considers that time spent in media consumption and the

less time consequently spent on other activities (family interaction,

reading, sports, etc.), have an effect on health, social and family

behavior (Greenfield, 1984; Valkenburg & Van der Voort, 1995; Pool,

Van der Voort, Beentjes & Koolstra, 2000);

 Research that looks at the effects of media in relation to its content,

supposes that there is a direct causal relationship between media content

and young people’s cognitive, social and emotional development

(Nathanson & Cantor, 2000; Anderson & Busman, 2001; Engenfeld-

Nielsen & Smith, 2004; Escobar-Chaves, Tortolero, Markham, Low,

Eitel, & Thickstun, 2005; Brown, Halpen & L’Engle, 2005).

Both traditions share an underlying causal-deterministic model

that accounts for the influence of media on the minds and behavior

of young people. At least within common sense reasoning and

theories, media and media contents are presumed to determine not

only children’s and teenagers’ behaviors but also their attitudes,

relationships and even identities. Often echoed by media discourse

and sometimes reinforced by references to simplified expert

discourse, common sense reasoning and layman theories constitute

a shared cultural system through which we make sense of media

in our daily life.

A lthough the deterministic approach has nurtured common

sense theories more than any other approach, it is not the only

one. The scientific landscape offers at least one other concurrent

approach: the active user perspective. This theoretical approach

emphasizes research that perceives media consumption as a social

practice and considers that the analysis of cultural contexts and the

users’ active roles are essential in understanding what people do

with media (Katz, Blumler & Gurevitch, 1974; Arnett, Larsen &

Offer, 1995; Sorensen Holmes & Jessen, 2000; Williams & Skoric,

2005; Jonhson, 2005).

While the “effect approach” very often underestimates users’

competences and paints a picture of a helpless, vulnerable victim,

the “active user” approach attributes to users and those close to

them responsibility for their media consumption and construction

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of the meaning of images. This emphasis on the cultural context

and the consumers’ active role in making sense of media and media

content underscores the necessity to constantly monitor the ways

in which a changing active audience copes with new multimedia

products.

Another aspect of society that evolves as well is it’s approache

to child rearing. Such methods, shaped by scientific and public