This review has been accessed times since May 11, 2008
Thomas, Angela. (2007). Youth Online: Identity and
Literacy in the Digital Age. New York, New York: Peter Lang
Publishing.
Pp. viii + 242 $32 ISBN 978-0-8204-7854-8
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Reviewed by Vance S. Martin
University of Illinois, Urbana-Champaign
Reviewed May 11, 2008
In 1971, the first commercially sold,
coin-operated videogame, Computer Space, appeared on
college campuses around the nation (“Computer Space”,
n.d). It was not commercially successful, but was quickly
followed by the first home videogame system, the Magnavox Console
in 1972 (“Magnavox Odyssey”, n.d.). This year also
marked the appearance in arcades and living rooms of the first
successful commercially sold game, Pong
(“Pong”, n.d.). From the moment these games
and game systems appeared, the economic, social, and educational
future of the United States and the world began to change.
This
change was fostered by Coleco, Bally, Atari, Sega, Nintendo, and
Sony. Home computers furthered this change as videogames were
adopted for early Tandys, Commodores, Apples, and IBMs. Along
with the commercial growth of the internet in the early
1990’s, videogames on consoles and home computer systems
reached critical mass (“Internet”, n.d.).
Videogames, home computers and the internet have, literally,
become ubiquitous.
Historians often find it easier to study problems
from several hundred years ago, rather than their own lifetime,
due to familiarity and proximity to the issues. Studying the
impact of a recent invention such as the internet is equally
daunting. Internet activity, such as sales or times a site was
accessed, can be quanitified and examined. However, how can we
understand the implications the mere presence and use of the
internet has had on generations that never knew its absence? How
do children form an identity using the internet, a technology
that for them has always been there? This is the question asked
by Angela Thomas in her book, Youth Online: Identity and
Literacy in the Digital Age.
Theory
Videogames have been around since the early
1970’s, but works on them have been slower in appearing.
Video games and, later, internet usage, like television before
them, came under public scrutiny for the effects they might have
on children. Home computer systems appeared in the early
1980’s, along with the first articles about effects of
videogames. During this period, full-length books also appeared
on the benefits or detriments of videogames and computers.
Sherry Turkle wrote the Second Self in 1984, Neil Postman
wrote Amusing Ourselves to Death in 1986, J.C. Herz wrote
Joystick Nation in 1997, and Marc Prensky wrote Digital
Based Learning in 2001. These are certainly not the only
books for or against computer usage, but the tip of the
better-selling iceberg. These books, however, did not carry the
academic provenance to make them applicable for education.
Scientific studies, initially in psychology, tried
to prove that games were either dangerous or benign. In 1983,
Gibb’s study found no evidence that videogames cause
negative effects on young people. The study also found that
videogame players rank lower than average in obsessive-compulsive
behavior. An early study in 1984 concluded that videogames are
not addictive and people who frequent arcades are not especially
different from the general populace (Egli, 1984). In 1986,
McClure and Mears found that heavy videogame use does not lead to
mental disorders or delinquency.
However, other studies during the same time period
found that videogames have negative effects on children. In
1986, Mehrabian and Wixen found that videogames can create angry
or hostile behavior in players, and that the games are not overly
pleasurable for the players. Two studies, by Schutte (1988) and
Irwin (1995), also concluded that children’s behaviors
could be negatively modified by exposure to videogames. As one
reads these articles from the early 1980’s, they might seem
like current concerns lobbed at games like Grand Theft
Auto or television programs like Jackass. The two
sides have not come to a decisive conclusion. Some conclude that
computer usage and videogames are a normal part of play, some
that they are damaging the fabric of America. The only change
over the last twenty-five years is that computers, and what
teenagers do with them, have become more involved, complex, and
popular.
Academics were working in the late 1990’s
with the potential of videogames and computers for education.
Articles had been written on the pros or cons of using
computer-aided instruction, or videogame-esque concepts and
approaches to teaching. However, many of these academics were
fighting an uphill battle, with no conclusive evidence from the
psychological community on the effects of videogames. That was
until James Paul Gee wrote a work in 2003, What Video Games
Have to Teach Us About Learning and Literacy. The difference
with Gee is that he was already known for his work on discourse
analysis, which gave him the pedigree, or the provenance, to make
other academics feel there was merit to this area. Gee focuses
on a new area not seen in other literature, the realization that
videogames create a learning process. Not only do they create a
learning process, but one that players, or students, are willing
to immerse themselves in for hundreds of hours. As many scholars
have noted, that is hundreds of hours more than they would
immerse themselves in their math or English homework.
Gee’s book influenced hundreds of academics who use his
research as their foundation, making this a seminal work for
understanding other areas.
Gee links videogames with the constructivist
educational models of Bahktin, Bordieu, and Vygotsky. Gee’s
book examines what he calls the thirty-six learning principles in
games which can be broken down into several main areas.
Videogames contribute to identity creation and the understanding
of its process. They can teach signs, cues, language, and
literacy, or even create a new literacy: digital literacy. Good
videogames can be applied to help students learn, and then take
that knowledge and apply it to other virtual and real world
situations.
In Youth Online, Thomas looks at post
modern theories and how they might contribute to an understanding
of the internet and its use by young people. She then
illustrates these possibilities through case studies she has
undertaken with teenagers over several years. These teenagers
spend many hours on the internet interacting with friends,
designing web spaces, playing, studying, and living. In one
respect she finds that young people have not changed in their
needs, desires, and actions from previous eras. However, she
finds that the way in which they meet these needs, desires, and
actions has changed. This alteration has occurred, because the
internet has become an integral part of the medium of
expression. It is necessary for educators, politicians, and
others to understand this world, and to recognize the need for a
refocusing of perceptions. This change entails understanding
online identity and literacies.
Literacy
Literacy used to refer to the ability to read and write. It
can now refer to fluidity of knowledge in different areas. These
areas or semiotics may be video, pictures, music, computer
languages, net speak, game knowledge, print literacy, cultural
literacy, or any mix of these. Gee’s work has been very
influential as applied to this area. Literacy, or literacies, is
a more recent idea in the academic community. One could point to
Gee or the work of the New London Group on multi-literacies.
Gail Hawisher and Cynthia Selfe have been influenced by
Gee’s work tremendously. In their edited work, Gaming
Lives in the Twenty First Century (2007), they and the other
authors examine the connection between literacy and videogames.
Hawisher and Selfe examine the meaning of literacy and literacies
(Hawisher, 2006). They examine how gaming comes with its own
rules, understandings, and outcomes. To a great extent, this
makes it a learned skill or a literacy, in that what one learns
in one game is applicable to others. This is similar to
traditional literacy, as learning the alphabet and words can be
related to other words.
Constance Steinkuehler (2005) examines the
potential of online games from the standpoint of literacy. Text
in games is a form of literacy, and so is writing about gaming
activity in papers or poems. Angela Thomas explores this area as
she examines students’ webpage creations and writings.
Students who may not be appreciated or excel in traditional
educational outlets may be fine at writing, just not specific,
assigned topics. For instance, if an English assignment asks one
to write prose or poetry about something one enjoys, and the
person writes about a videogame, a teacher may scoff at the topic
and assign a low grade. However, this does not make the student
a bad writer; it makes the teacher critical of the genre.
Steinkuehler and Thomas both look at good writing that has
science fiction or videogames as the topic. Poetry is about
writing what one feels about something, in a specific style. In
some cases, people may love a videogame or someone else online,
and convey that through their writing. These authors suggest
that the goal of writing should be re-examined to include Massive
Multi-player Onlines and the internet as valid topics, and to
further writing rather than focus on writing about benign topics
like trees or snow.
Identity
In addition to literacy, Thomas examines another
area related to Gee’s work: identity. Instead of focusing
on identity creation and videogames, she focuses on identity
creation and the internet. She examines the online gaming and
social communities of many young people, world-wide, over several
years. Her work examines the understandings of identity from
Lacan, Bordieu, Derrida, and Foucault. She finds that online
living allows one to stretch one’s identity and to gain a
greater understanding of oneself and others. It also shows that
the young people in her study are creating a community of experts
who learn from each other. They spend many hours interacting
with and teaching each other, and mastering the technology and
techniques in order to communicate and excel in this online
world.
Thomas lays out a framework for understanding identity. She
relies heavily on the work of Judith Butler and Michel Foucault,
building on Butler’s idea that “identity is a
performance of fantasy and desire”( p. 4). In the real
world we base our understanding on physical cues gained from our
senses. However, in the real world there are limitations to what
can occur because of legal, physical, and economic rules. This
is not the case online; almost anything that can be imagined can
occur. While our body may not actually perform many of the
actions in the online context, our other senses can be fully
utilized. Heat and cold, physical pain, and hunger may not be
felt online, however friendships, loves, hatreds, and visual and
audio sensations can be fully experienced. Thus it is possible
to have an identity online.
From Foucault via Mansfield, Thomas argues that
“if subjects were aware and conscious of the sorts of
subjectivities that were being constructed for them, then the
possibility of creating ‘alternatives’ (whether real
or fictitious) would become a possibility”( p.21). Thus
consciousness of the subjectivities allows for creation of
alternatives online. From Lacan via Mansfield, Thomas discusses
the understanding of the mirror image and self. It is this
mirror image as the avatar that Thomas examines in her case
studies. An avatar is the internet user’s representation
of self, whether as a three-dimensional model or an icon.
Thomas has done an excellent job integrating some
oftentimes dense post-structuralist ideas and explaining their
applications to the internet quite clearly. Thomas aptly fleshes
out these theories by describing several case studies of
teenagers interviewed over several years. These students
discuss life, loves, online preferences, real world selves, and
their understanding of the world--online and otherwise. These
case studies illuminate Butler’s idea of identity as well
as Lacan’s mirror images and understanding of self. Thomas
examines some of the pictorial representations, or avatars, of
these students. It is important to briefly discuss the case
studies. While examining the case studies I will add some
thoughts on the potential for educators before discussing what
Thomas feels the implications of her case studies as they apply
to identity.
On a Tolkien-based internet site, Thomas examines
the interactions and involvement of a community of gamers. The
activities of these students exemplify the possibilities of
education and the integration of technology. The community
interacts as a community of experts. The teenagers learn from
one another how to interact socially and how to program and use
computer code from one another. The students who initially knew
little develop an interest and learn from each other how to make
a website, including all the appropriate bells and whistles, and
are then able to help others as well.
Similar to the case study of the Tolkien site,
Thomas examines a palace community. A palace site is a
two-dimensional world of community interaction. She examines the
graphical representations of the actors, male and female, and how
their depictions are representative of their identity. She also
examines the interactions between the community members,
including conversations, virtual gift exchanges, stories,
mythologies, and understandings between the users. It is as
important to understand how and why students develop their online
identity, as it is to attempt to understand why students wear
specific outfits or hairstyles in the real world. In the real
world, personal choice may signal personal problems, or personal
taste. Knowing this difference can assist educators in
determining when to get involved and when to allow some room for
expression.
In another case study, Thomas focuses on two adolescent girls
over several years. These girls interact in writing online fan
fiction. Thomas specifically examines the creative process these
girls utilize. They speak online and over the phone, using
instant messaging, email, and web publishing. They brainstorm,
write, rewrite, role play, and act for their different
characters. Thomas argues that the girls go through a very
strenuous process in producing peer reviewed fiction. A
possibility for educators is integrating some of these ideas into
their own classrooms. A potential hazard of this is the
necessity of faculty to be familiar with the technology and its
possibilities.
Being familiar with the technology and the beliefs behind it
can be difficult. For instance many adults may see real life and
online interaction as somehow different. Thomas argues that
contrary to popular views, children do not live online and
offline lives. Children live a life that has components of
both. This is a seamless world for them, though their elders may
attempt to draw lines between them. Students and many in the
current “generation next” do converse through the
computer, over the phone, and in person. Studying need not be at
a person’s house, nor even in the same country. Business
meetings are held using computers with cameras, and students are
utilizing similar technologies for friendships around the
globe.
Thomas addresses several important ideas in her work
concerning online identity, through these case studies. One is
that identity is partially formed through online interaction.
Through her case studies, Thomas illustrates periods when
teenagers interact using email, instant messaging, telephone
calls, role playing, and face to face encounters. In this case,
the internet offers another avenue for exploring relationships,
gender, empathy, teamwork and other facets of the
personality.
Teenagers also make active decisions in creating
their online persona, or avatar. This may begin with their
online name, but goes much further. An important decision is
online representation, or how someone is depicted or seen. The
avatar might be drawn electronically, hand drawn or painted, or
digitally merged from other pictures or images. The way the
avatar looks, from facial expressions to clothing, is also
important as the choices convey certain messages. Props also can
say a lot about the avatar. Here Thomas is touching on the
tenets of art history and critique. Symbols, clothes, and
backdrops meant a lot in Renaissance art and continue to do so in
online representation. The importance of the avatar cannot be
understated. Just as teenagers invest time in their presentation
at school, they spend much time creating their online identity,
and they have as much invested in the avatar. It is a means to
be seen, understood, and to interact with others. They can also
identify with those in their group, clan, site, or community.
Interacting with friends allows us to understand certain social
mores in society, as does engaging in online communities.
Part of identity is knowing specific cues and
forms of language within a social group, which links identity
back to literacy. This may include familiarity with touchdowns,
birdies, or esoteric disciplinary jargon. A similar literacy is
required for online interaction. However this literacy may
include other, less commonly known forms of communication, such
as images, icons, code, technical terms, emoticons, and other
computer terminologies.
While identity may be somewhat set in real life
based on social, racial, and sexual limits, these need not apply
online. One can choose to be whomever he or she wants to fit
in. Making these decisions and continuing to fit in is a
political choice. Online one may be passive or aggressive. If
acting one way does not work, a new identity can be created and
tested. The online environment allows users to test aspects of
identity fantasy. Physically, this is a less damaging arena, but
it can be just as mentally damaging. A person can be hurt
through online breakups, attacks, and affronts, just as can
anyone else in real life. Though the environment is virtual, the
pain can be quite real.
Some may question Thomas’ use of multiple
case studies as being too specific, and not generalizable. But
each case study may bring to light new facets of youth experience
and the online world. The case studies themselves illustrate
many similarities, indicating a certain level of
generalizability. Thomas has done an excellent job of weaving
these studies together, while applying a theoretical model to
explain them as a whole. She has given her audience a glimpse of
the online world and how it is perceived by those who know it
best.
Conclusion
This work is extremely important for educators in
understanding the state of current students, and as a call for
changes in the future educational process. This is an accessible
work that explains the theories and their applications in a very
clear way. Through Thomas’ case studies, it also offers a
picture of the world of the modern and future student. This work
is useful for those in academia, in teaching, or those looking to
understand what it is that students do online. However, it only
offers a glimpse. Thomas opens the reader’s eyes, but it
is up to the reader to proceed down the rabbit hole.
Can the institution of education proceed in the
traditional manner? Students spend most of their lives outside
of school. What they are learning outside the institutional
environment is not replicated inside it. Certainly students need
to learn about mathematics, language, and science. But is the
medium currently used the best, or is the world that Thomas is
showing a better one to model for educators? This is something
that Thomas calls for in Australia, and around the world. Online
literacy will be important for success in the future. It is a
travesty for schools not to integrate these areas of literacy
into education.
Thomas is not the only voice urging these ideas.
Her work resonates with that of Gee, Hawisher, Selfe, and
Steinkuehler. Some of this work focuses on videogames and how
they can be used in education, but also on how videogames form an
important part of learning literacy. Reading and writing are not
enough – other literacies are important in education. As
Thomas has shown, students will spend the time learning them, and
they can learn from each other as a community of experts. This
work also attempts to understand identity creation of students in
online environments, equally echoing the call from Gee. The
problem with utilizing these works is not educating the
students, but educating the educators.
References
Computer Space. (n.d.). Retrieved November 9,2007,
from http://en.wikipedia.org/wiki/Computer_
Space
Egli, E.A. & Meyers, L.S. (1984). The role of video game
playing in adolescent life: Is there reason to be concerned?
The Bulletin of the Psychonomic Society, 22, 309-312.
Gee, J.P. (2003). What video games have to teach us about
learning and literacy. New York, NY: Palgrave Macmillan.
Gibb, G.D., Bailey, J.R., Lambirth, T.T., & Wilson, W.P.
(1983). Personality differences between high and low electronic
video game users. Journal of Psychology, 114,
159-165.
Hawisher, G.E. & Selfe, C.L. (2007). Introduction: Gaming
lives in the twenty-first century. In Hawisher, G.E. &
Selfe, C.L. (Eds.) Gaming lives in the twenty-first
century: literature connections (pp. 1-17). New York, NY:
Palgrave MacMillan.
Hawisher, G.E., Selfe, C.L. Guo, Y.H., & Liu, L. (2006).
Globalization and agency: Designing and redesigning the
literacies of cyberspace. College English, 68,
619-637.
Internet. (n.d.). Retrieved November 9, 2007, from
http://en.wikipedia.org/wiki/Internet#Growth
Irwin, R. & Gross, A.M. (1995). Cognitive tempo, violent
video games, and aggressive behavior in young boys. Journal
of Family Violence, 10, 337-350.
Magnavox Odyssey. (n.d.). Retrieved November 9, 2007,
from http://en.wikipedia.org/wiki/Magnavox_Odyssey.
McClure, R.F. & Mears, F.G. (1986). Videogame playing and
psychopathology. Psychological Reports, 59, 59-62.
Mehrabian, A. & Wixen, W.J. (1986). Preferences for
individual video games as a function of their emotional effects
on players. Journal of Applied Social Psychology, 16,
3-15.
Pong. (n.d.). Retrieved November 9, 2007, from
http://en.wikipedia.org/wiki/Pong
Schutte, N.S., Malouf, J.M., Post-Gordon, J.C., & Rodasta,
A. (1988). Effects of playing videogames on children's
aggressive and other behaviors. Journal of Applied Social
Psychology, 18, 454-460.
Steinkuehler, C.A., Black, R.W. & Clinton, K.A. (2005).
Researching literacy as tool, place, and way of being. Reading
Research Quarterly, 40, 95-100.
About the Reviewer
Vance S. Martin is a graduate student in Curriculum and
Instruction at the University of Illinois Urbana-Champaign. He
teaches at Parkland College in the Social Sciences and Humanities
departments, as well as with HRE Online at UIUC. His research
interests are videogames in education, online learning, and
history education.
Copyright is retained by the first or sole author,
who grants right of first publication to the Education Review.
Editors: Gene V Glass, Kate Corby, Gustavo Fischman
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