“Las prácticas de literacidad digitales de jóvenes conectados” (The digital literacy practices of networked young people) Michele Knobel & Colin Lankshear Invited Keynote paper II Semenario Internacional de Lectura en la Universidad (2nd International Seminar in Reading in the University) I Congreso Nacional de Expresiones de Cultura Escrita en Instiuciones de Educacion Media Superior y Superior (1st National Congress in Expressions of Written Culture in Tertiary Education). Aguascalientes, Mexico, 7 August 2010. Introduction This paper will explore some typical digital literacy practices of young people in contexts we are familiar with in relation to four dimensions of interest: 1. Aspects of language use 2. Approaches to researching digital literacies as social practices 3. What it means for young people to be “networked” 4. Understanding some contemporary “ways of being a young person (or young people)” that are highly valued by many youth. We will do this by briefly sketching a range of cases from our own work as well as from the work of other researchers who investigate digital literacies from a sociocultural perspective. Our paper is based on a particular conception of digital literacy practices, and we will begin by spelling this out. “Digital literacy practices” We define digital literacy practices as “socially recognized ways in which people generate, communicate and negotiate meanings, as members of Discourses, through the medium of digitally encoded texts.” This draws on a well-known account of social practice provided by Silvia Scribner and Michael Cole (1981), who were among the first researchers to investigate literacy as social practice. It also draws on James Gee's account of the relationship between meaning, meanings, and meaningful activity and Discourses. While “engaging in social practices” and “being members of Discourses and participating in Discourses” are similar concepts, they emphasize different things, and their respective emphases augment each other in ways that are important and useful for thinking about “literacies” and about “young people” as an identity marker. Social practices 1 Scribner and Cole define practices as “socially developed and patterned ways of using technology and knowledge to accomplish tasks.” They say that when people participate in tasks that direct them “to socially recognized goals and make use of a shared technology and knowledge system, they are engaged in a social practice” (Scribner and Cole 1981: 236). This involves co-ordinated sets of actions – e.g., clicking and dragging a 5 second segment of sound to a timeline in an audio or audiovisual mixing application like Audacity or Moviemaker, having selected out the sound segment, etc. – which Scribner and Cole refer to as “skills.” Social practices, then, comprise technology, knowledge and skills organized in ways that participants recognize, appropriate, and develop as they pursue tasks and purposes. Meaning and Discourse Discourse can be seen as the underlying principle of meaning and meaningfulness. We “do life” as individuals and as members of social and cultural groups – always as what Gee calls “situated selves” – in and through Discourses, which can be understood as meaningful co-ordinations of human and non-human elements. Besides people themselves, the human elements of co-ordinations include people’s ways of thinking, acting, feeling, moving, dressing, speaking, gesturing, believing, and valuing. Nonhuman elements of co-ordinations include such things as tools, objects, institutions, networks, places, vehicles, machines, physical spaces, buildings. “Within such coordinations we humans become recognizable to ourselves and to others and recognize ourselves, other people, and things as meaningful in distinctive ways” (Gee 1997: xiv). Digitally encoded texts By “encoded texts” we mean texts that have been rendered in a form that allows them to be retrieved, worked with, and made available independently of the physical presence of another person. “Encoded texts” are texts that have been “frozen” or “captured” in ways that free them from their immediate context of production so that they are “transportable.” Perhaps what is most important about literacy as a social phenomenon is that it enables people to do what cannot be done by orality alone. Literacy enables human beings to communicate and share meanings in ways that go beyond the use of voice within face-toface settings (which is orality). Literacy checks in when the conditions of everyday life are such that people need more than the use of voice alone to get the meaning-making work done that needs to get done for life to go on. The bottom line for literacy is that it enables meaning-making to occur or “travel” across space and time, mediated by systems of signs in the form of encoded texts of one kind or another. Unencoded texts like speech and hand signs “expire” at the point of production other than to the extent that they can live on – fallibly – in the memories of whoever was there at the time. Encoded texts give (semi) permanence and transcendence to thought and language in the sense that they can “travel” without requiring particular people to transport them. The particular kinds of 2 codes employed in literacy practices are varied and contingent. Literacies can involve any kind of codification system that “captures” language in the sense we have described. Literacy includes “letteracy” (i.e., within the English language, recognition and manipulation of alphabetic symbols), but in our view goes far beyond this, which puts us at odds with scholars who tie literacy to reading and writing. In our view, someone who “freezes” language as a digitally encoded passage of speech and uploads it to the internet as a podcast is engaging in literacy. So, equally, is someone who photoshops an image – whether or not it includes a written text component. It is not that memory and speech alone cannot sustain considerable meaning making across distance and contexts. It is just that this is exponentially enabled and facilitated by literacy as encodification, which permits all kinds of procedures and institutions and practices that would be impossible, or impossibly cumbersome, without encoded thought and language. Members of Discourses Literacies can be seen both as elements of co-ordinations, and as themselves coordinations that are parts of Discourses. Meaning-making draws on knowledge of Discourses; insider perspectives – these often go beyond the literal; beyond what is “literally” in the sign. Part of the importance of defining literacies explicitly in relation to Discourses, then, is that it speaks to the meanings that insiders and outsiders to particular practices can and cannot make respectively. It reminds us that texts evoke interpretation on all kinds of levels that may only partially be “tappable” or “accessible” linguistically. Four young people, their networks and their digital literacy practices a. Dynamite Breakdown and anime music remixing Dynamite Beakdown began creating anime music videos when he was 15 years old. Anime music videos (or AMV for short) are a distinct branch of fan music video clips and are created by splicing together tiny clips of anime—Japanese animated cartoons— into new sequences or narratives and synching them to a song track. Dynamite spends much of his spare time creating anime music videos and some of his projects require months of time and hundreds of anime clips to complete. Dynamite’s work is well regarded and his “Konoha Memory Book” AMV won the “popular vote” at the 2006 Anime Expo in Los Angeles. Before beginning to remix his own AMVs, Matt watched hundreds of AMVs online— accessing them via YouTube networks and the premium online archive and AMV network, AnimeMusicVideos.org. It was through watching these music videos that Matt became a fan of anime itself, and he spent additional hundreds of hours watching series like Naruto, Street Fighter Alpha, Tengan Toppa Gurren Lagann, Digimon, Fullmetal Alchemist, Tenjou Tenge, and Azumanga Daioh. To create his AMVs, Dynamite originally used the free video editing software that ships with Windows: Windows Movie Maker. Dynamite was aware that this software was 3 looked down upon by many seasoned AMV remixers, but explained that by tinkering with the software and seeing what it could be pushed to do, he’d been able to “create effects in Movie Maker that programs like Adobe Premier can do.” This included overlaying moving images, superimposing still images, and the like. Other skills including being able to synch the clips both literally and symbolically to the music and the lyrics of the song soundtrack by manipulating clip length and transitions within Movie Maker. He learned early on how to rip a DRM-protected DVD of an anime movie or series, how to locate and download anime series episodes from file-sharing networks, and how to locate, download and convert anime clips from YouTube and other sites. He also emails sometimes emails other AMV remixers and asks for copies of a particular clip they’ve used if he can’t find it by any other means. Matt also has a deep understanding of what needs to be done in order to create what other AMV remixers consider a “good” AMV. This includes, to name just a few, not using clips that have subtitles or series end-credits (because the subtitles or end-credit sequences rarely match what’s happening in the song), ensuring high quality clip resolution across the entire video (e.g., clips downloaded from YouTube have a much fuzzier resolution than clips taken from a DVD), ensuring a seamless “synch” between the video and the music/song, paying attention to the mood and meaning of a song and matching this with the colours and action in the accompanying video clips. Each of his AMVs is a narrative—some serve to summaries an entire season of a series, others explore relationships and sub-plots not necessarily developed within the series itself. As a non-fan of anime, it is quite possible to enjoy and appreciate the stories he tells in each AMV. However, being a fan of anime adds additional layers of meaning to each of his videos—and Dynamite deliberately builds on this dimension of AMV remixing, too. For example, if the viewer doesn’t understand the tense relationship between Naruto and Sasuke, then the closing scene in Dynamite’s “Now We Are Men” may only be interpreted as two youth fighting in the rain, rather than Dynamite’s intended exploration of a possible deep connection between the two. Dynamite is very sensitive to anime fans watching his videos and regularly posts “spoiler” alerts alongside his AMVs to warn viewers that key plot points will be given away. Dynamite uses alphabetic text in interesting other ways, too. He sometimes includes superimposed text or other devices within the actual; video itself to help viewers interpret his video clips. He explicitly describes this as a “fan service” (e.g., in one video, words like “passion”, “angst” appear at specific points in the video). He often writes an accompanying blurb for each video, explaining the origins or ideas that sparked a given AMV and listing the song and band featured in the video. He will also use terms familiar to anime and Japanese pop culture in his contextual notes, too. For example, the information text Dynamite wrote for one AMV concludes with the full-caps text: “WARNING YAOI-ESQUE ENDING!!!” “Yaoi” is a term used outside Japan by fans of Japanese manga and anime to describe a genre of manga and anime that focuses on male/male love (Wikipedia 2008). Yaoi texts are not necessarily sexual in nature, nor are they considered “gay” texts per se. Dynamite explains that he described this particular AMV as yaoi because “The AMV overall has that kind of passionate feeling of the two 4 [Naruto and Sasuke] longing for each other kind of sense. And in the end they're just practically face to face in the rain, and with the lack of a visual and the rain still running it leaves you to think what might happen.” As a fan of anime, and a consumer and producer of anime music videos, Dynamite makes good use of a range of digital and face-to-face networks. When he was 15 years old, he created a profile for himself on AnimeMusicVidoes.org, and began posting his AMV remixes there for feedback and comment. He found that other AMV fans were downloading his videos, however, and posting them to YouTube and garnering large numbers of “views” without attributing the work to him. Within both spaces, he responds regularly to comments left by viewers—and is very appreciative of people taking the time to comment on his work. He also explains certain editing decisions when called into question by commenters, such as the time someone criticized the absence of transitions between some clips within a Naruto-based AMV. Dynamite explained he deliberately left out transition effects at that point because the resulting choppiness matched the ideas he was wanting to convey about speed and chaos within the video at that point. Dynamite is also active in submitting his AMVs to competitions, where he does very well, and loves nothing more than sitting in a large audience and seeing one of his prize-winning AMVs projected onto a large screen cinema-style. Dynamite is also an avid artist, and draws many of the characters from his favourite anime series, along with original anime characters. These he posts to an online artists’ network called DeviantArt.org. This is a site for serious artists—with many professional artists showcasing their work here and providing important insights into their own creative process, not to mention important feedback on new artists’ work. This is not a network for the feint-hearted or the easily-intimidated. Feedback can be brutally honest and searingly evaluative. Within his DeviantArt.org profile, Dynamite has a blog that he updates regularly and on which a small group of regulars comments. He also runs a separate blog that largely showcases photographs of his latest interest to have grown out of his AMV remixing: cosplaying anime characters. This involves him in designing and making elaborate costumes based on a recognizable character and role-playing being this character with a group of others (who are dressed as different characters). This sometimes involves attending comic conventions dressed as an anime character, but more often that not, sees him and his friends, taking over a park on the weekend and acting out different narratives based loosely on a given anime series or set of series. b. Tanaka Nanako and fan fiction writing Tanaka Nanako is a 16-year-old English language learner who migrated to Canada as a non-English speaking native speaker of Mandarin Chinese. Nanako is a successful fan fiction writer who became the key informant of a three year, ethnographic study by Rebecca Black (2005, 2007, 2008). “Fan fiction” is the name given to the practice where devotees of some media or literary phenomenon like a television show, movie, video game, or book write stories based on its characters (.g., the Harry Potter books, the Star Wars movies). Fan fiction is especially notable for the way in which amateur writers 5 often band together to read and respond to each others’ work. This is often facilitated by online sites—like Fanfiction.net—that enable members to post and review stories quite easily. When Nanako began writing fan fiction and posting it online, she had been learning English for just two and a half years. By the time Black’s study was written up, Nanako had received over “6000 [written] reviews of her 50-plus publicly-posted fanfiction texts” (Black 2007: 120). This number of reviews alone signals the extent to which her stories are read and responded to by others. While a somewhat atypical case, Nanako is a good example of how engaging in fan fiction writing practices—which includes drafting stories and posting them online for feedback, polishing them in light of readers’ comments and suggestions, reviewing others’ work, discussing narrative elements with others (e.g., plot development, setting details, character development), borrowing characters from existing texts and movies and creating original stories with them, to name only a few—can, over time, contribute to young people becoming accomplished narrative writers. The case of Nanako also shows how social networks of interested others can serve to improve one’s written mastery of a new language, too. For example, Black describes how Nanako’s “author notes” to readers at the start, middle, or end of her fan fiction chapters initially apologized for grammatical and spelling errors, and how these author notes evolved into seeking specific feedback from reviewers with respect to English grammar and spelling. These author notes also reference key understandings of what it means to be a keen and active member of a fan fiction writing network. Two segments from a much longer author note at the start of one of Nanako’s narratives exemplify this “insider knowledge” quite clearly (Black 2007: 122): Segment D L13 Thank you all who reviewed this story, L14 and this chapter is dedicated to Sakura Blossomz01, wild-gurl, Sweet^^Rose, DZ pals, Fire Light and Lily-Chan. L15 Thank you for adding me to your favorite author list! ^//.//^ L16 THANKS FOR THE GREAT SUPPORT YOU ARE GIVING ME! ^________^ L17 *Hugs her reviewers* Segment E L18 By the way, please pay close attentions to the e-mails in this chapter, L19 because they are some really important clues. Line 15 and Line 16 refer directly to the importance of having other people review one’s work. Line 14 specifically identifies readers who have provided especially helpful and supportive feedback on previous chapters (Black 2007: 123). Nanako also thanks readers who have added to their favourite authors lists in Line 15. These hyperlinked lists “make it easier for members with shared interests to find each other and for like-minded readers 6 to find Nanako’s fan fictions” (Black 2007: 123). The use of particular kinds of emoticons—symbols that convey emotions—also signal Nanako’s anime fanship and “insiderliness” that she knows her readers, in turn, will recognise and be able to interpret (i.e., ^//.//^ to mean delight and ^________^ to mean a wide smile). Placing a description of an action within asterisks in Line17 (i.e., *Hugs her reviewers*) is a common move in text-based online spaces and harks back to the day of online multi-user dungeons or domains (i.e., MUDS) and can be read as signalling a kind of online-savviness with respect to how language can be used. Line 17 also further conveys Nanako’s gratefulness to her reviewers, too. Lines 18 and 19 shift the focus of this author note a little and provide readers of this new chapter of Nanako’s fan fiction with a guide for reading the story (Black, 2007: 123). These lines suggest that Nanako is experimenting with her narratives and using email messages sent between characters to help convey the plotline in this particular chapter—and that she very much wants readers to understand this plot device. Reviewers do provide Nanako with constructive criticism of various kinds. However, they typically do so in ways that are respectful, sympathetic and appreciative. They generally focus on errata that undermine their enjoyment of the fiction, and introduce their criticisms in humble, disclaiming, even self-effacing, ways: e.g., “This is just an idea”. Nanako explicitly and repeatedly incorporates reviewer feedback into subsequent chapter revisions (cf., Black, 2005: 123). Black argues that while Nanako’s Englishlanguage development was supported in school, reviewer feedback on the technical and literary dimensions of Nanako’s fan fiction also contributes directly to enhancing Nanako’s English writing proficiency (Black, 2008). For example, Nanako’s spelling has improved over time as different, as has her subject-verb agreement within sentences and use of tenses, as reviewers point out these errors and model how to fix her mistakes. A key dimension of fan fiction writing is staying “true enough” to the original source narrative—in Nanako’s case, to the Card Captor Sakura anime series for the most part— for the new narrative to be recognizable as “fan fiction.” This requires good fan fiction writers to have a close, detailed knowledge of the texts from which they’re drawing their ideas and resources. Reviewers comment, for example, on how Nanako is developing characters taken from an anime series, and the extent to which she is plausibly showing sides of them not necessarily explored in the original anime (Black, 2007: 130). Nanako’s use of Japanese terms (she is learning Japanese at school), along with Chinese Mandarin terms, in her English-language narratives generates special admiration from her readers. Reviewers regularly reference Nanako’s expert anime knowledge, and in so doing, have the opportunity to display their own personal, social and pop culture knowledge. This, in turn, becomes an exchange based in solidarity and affiliation that constructs a welldefined social network around Nanako’s online fan fiction texts. In addition to posting and reviewing fan fictions on Fanfiction.net, Black found that Nanako and her social network of writers and reviewers also spent time on other websites, such as “fanfiction glossaries, fanfiction writing help sites, members’ personal web pages, and official corporate sites that provide information on copyright laws for the 7 various media texts that fans are drawing from, to name just a few” (Black, 2007: 117118). c. Corey and Facebooking Corey is a 15-year old Australian male who has been a member of Facebook for almost two years. Corey attends a public high school in an area that is rapidly being developed as a dormitory region for a large state-capital and a significant coastal region nearby. The area currently represents a range of extremes with respect to family incomes, housing types and adult occupations. Corey’s mother and father are divorced and have joint custody of Corey, which sees him spending time each week at his mother’s home and his father and stepmother’s home. As a disclaimer, Corey is our nephew, which is how we came to have full access to—and his and his parents’ permission to use in this paper—his Facebook profile. Facebook is widely recognized as the most popular online social network site on the internet today (cite that site). An online social network site is distinct from other online spaces in that it is developed deliberately to foster social relationships of one kind or another online. Typically, social network sites are “profile” driven; that is, a member of the site completes a template that elicits a range of personal information, spanning everything from gender and birth date through to favourite music and food. The template and interactive dimensions of the site are easy to use, and the user requires very little computer or internet know-how in order to participate effectively within the site. Indeed, Facebook has been described bluntly by a well known social network insider as “training wheels” for the internet (Huh, 2010). This all-about-me profile then becomes a launch pad for “friending” or connecting with others within the site (e.g., family members, friends in physical space, online friends and a host of others). Networks also can be established through joining special interest groups that others have made, or creating one and asking others to join (see Knobel and Lankshear, 2008). Other popular social network sites of this type include Hi5 (popular in Mexico), Bebo (popular in the UK and India), and Orkut (popular in Brazil). Social network sites can also be driven by short blog-like posts and status updates—short notes about what you’re doing/thinking/eating etc. Twitter is a classic example of this kind. Facebook is moving more towards this model as the primary method for interacting with others, too, as it now by default foregrounds users’ and their friends’ status updates, rather than the user’s profile. According to Corey, he joined Facebook because xxxxxx. He has 218 friends (as of 20 July, 2010) who are a mix of family and friends. Many of these friends are school mates or local kids he knows personally (personal communication, July 2010). Others xxxxx. Despite this large number of Facebook friends, active commenters on Corey’s Facebook page appear to be a small group of 8 or so friends he sees regularly, or family members. This is in keeping with general findings regarding social network sites like Facebook (cf., boyd, 2009; Ellison et al. 2007). Although Corey’s stepmum and father had Facebook profiles a sometime before Corey started one, he explains that he taught himself to navigate and use Facebook by xxxxx. 8 On Facebook, Corey presents himself as someone who is interested in and savvy about cars, who likes certain kinds of music, who is an avid video gamer, and who is a school student. The bulk of the photos he’s used as profile images are of cars, and his Facebook photo albums include pictures of cars or things to do with cars. This includes humorous photos, too, such as an image of a car stereo system lying on the ground and on fire, accompanied by the caption “Valiant stereo upgrade” (where he implies that destroying the stereo is actually an improvement on its quality). A popular feature of Facebook is its “like” function. Non-profile pages, or even text and websites outside Facebook, can be “liked” by a member of Facebook simply by clicking on the available “like” button. In Cody’s case, the items listed as things he “likes” include car-related Facebook pages, such as: Pirelli, and Super Cheap Auto Racing. He is also open about his abiding interest in music. A recent status update posted by Corey reads: “Just added another 461 songs to my collection of 29,000.” Other status updates refer to acquiring Eminem’s new album— “Recovery”—and how much he’s enjoying it; with a subsequent status update comprising a few lines from Eminem’s “Space Bound” from the album. Another status update reads: “Ahhhh, end the day to Nirvana”—referencing Nirvana, the 1990s grunge band. He’s apparently not a fan of Justin Bieber. His list of things he likes on Facebook includes: 40fm (a radio station), LMFAO (an electro/hiphop duo in the U.S.), and the status or statement lines “I like my music LOUD,” and “ ‘That girl has such a pretty voice!’ – ‘Mom, that's Justin Bieber.’ ” These links to status or statement lines are interesting and are discussed in more detail below. Corey is most definitely an avid gamer and expresses his interest in video games repeatedly via his Facebook profile. He regularly posts status updates about the games he’s playing or wants to play—for example, he wrote recently about watching video advertisements online for the next Call of Duty game (i.e., “Black Ops”) and that it “looks great”. Previous status updates include count-downs to the release of a new game, or a tally of hours spent playing a new game. Under his set of interests on Facebook, he has listed The GTA Place—a space dedicated to Grand Theft Auto news and fan comments—along with the F.E.A.R. (First Encounter Assault Recon) Facebook page, among others. He has marked that he “likes” statements such as “Yeah I’ll do it in a minute really translates to F*** Off I’m playing COD [Call of Duty]” and “Driving through Inala [a depressed city suburb] is like real life COD”, to name just a few. Corey doesn’t hide the fact that he’s a Grade 10 high school student, either. Many of the photographs he’s posted to Facebook show him dressed in school uniform—including two of his previous profile pictures (these pictures also appear to have been taken at school, based on the classroom-like backgrounds). His references to school often have a “students versus teachers” tone to them, or are ironic comments on being a “typical” student. This includes “liking” Facebook pages such as: “OK! I am going to get stuck into my homework. *goes to google* OMG PACMAN!”, “looking at a test and thinking, ‘When did we learn this?’,” and “I should start my assignment now LOL jk its not due for 2 days.” One of his status updates talks about how he and some mates surreptiously unplugged a teacher’s computer mouse and what happened when the teacher went to try and use it during class. Corey himself doesn’t do so well at school—his report cards list him as a barely average student in most subject areas and he was suspended last year 9 from school for three days due to a misdemeanor. He relishes every opportunity he has to miss school in sanctioned ways (e.g., visits to family interstate, family trips to major events that require a day or two off school). His “likes” indicate some of this disaffection with school, too: “I swear that the office ladies at school hate kids” and “DON'T YOU HATE SCHOOL INTERNET BLOCKING” and “Oh hey life, i didn't see you there behind all that school.” One literacy practice on Corey’s Facebook profile that stands out is his use of “like” statements to convey meanings. The Facebook “like” function has taken on a life of its own in the past 12 months. Originally, Facebook developers designed the “like” function as a means for sharing Facebook content between users (clicking the like button next to someone’s status update or on a Facebook page lists that content on your page) (Facebook 2010). In turn, Facebook users have taken advantage of the “like” function and have created pages devoid of any significant content apart from the actual name of the page (e.g., “I have texted lying down and dropped my phone on my face” which at the time of writing was “liked” by 618,141 people; or “Comebacks that make the whole room go ‘OOOOOHHHHHH’ ” liked by 1,692,969 people). Alternatively, countless websites external to Facebook have sprung up that simply list hundreds of statements that can be “liked” and displayed on one’s Facebook profile (see, for example, iLike.com, Likingspree.com, Likeworthy.com and FBlike.net). “Liking” these pages not only automatically publishes the title of the page in one’s “news feed” or status updates for one’s friends to see, but adds it to the list of interests on one’s actual profile page. Corey has well over 300 of these “likes” at the time of writing. For Cody, it appears that he finds appeal to write-with-one-click by means of the like function on Facebook. He explains that it’s a quick way of saying something xxxxxxxx. It can also be seen as a way of affiliating with others on Facebook who like the same things, without necessarily having to “friend” them or invest socially in them. Most of these “like” statements are amusing in some way and reveal a sense of ironic humour to his Facebook friends. Another practice revolves around Corey’s status updates. These each typically elicit a number of comments from his friends, with responses to comments from Corey, which in turn create a short conversation that sometimes deviates from the topic of the status update to talk about some aspect of school or plans for the weekend, and so on. At times his status updates are like parts of conversations, such as when he wishes everyone good night, or comments cryptically on something (e.g., “Countin’ down the hours..” in reference, it later transpires, to getting a new video game; or “So… sore” which in a subsequent status update turns out to be connected to bike riding at speed through his school grounds that night). These updates very much convey the sense that Corey takes it for granted that others will be reading his Facebook updates (and which is confirmed by the number of comments his posts often elicit). To sum up, Corey seems to use Facebook as an extension of his everyday life. He occasionally uploads photos to his profile—many of these are taken and uploaded using a mobile phone. He regularly updates his status using his mobile phone, too. This suggests that Facebook is something that he taps into on a regular basis—at school, at home, or wherever he finds himself with a few spare minutes. His “like” statements clearly and succinctly capture his interests in cars, music and gaming, as well as his disaffection with 10 school. His own status updates tend to elicit comments from friends to which he responds, often generating a short conversation-like text in turn. He also takes time to comment on other people’s status updates, too. Such evidence makes easy to claim that he very much considers himself to be engaged in ongoing conversations with friends and family on Facebook. Corey’s use of Facebook demonstrates engagement in two rather distinct ways of social networking with others. One is concerned with maintaining realworld relationships, and the other with affiliating with unknown others through “friending” and “liking” practices (see similar findings in boyd 2009). d. DIY Stunt Videos The social networks utilized in many young people’s digital literacy practices can be rather ad hoc in nature. That is, young people can create networks of solidarity and shared jokes within spaces not necessarily designed to be or designated to be used as such (cf., Alvermann 2010; Gee, 2007; Jenkins, 2006). These social networks tend to coalesce around a shared interest or joke rather than around fan practices (as is the case in the social networks of Dynamite Breakdown and Tanaka Nanako described earlier). Indeed, what is shared within these networks may often contain very little content or content, with meaning tied more to the act of filming and public sharing of the resulting video than with anything else. YouTube, the enormously popular online the user-generated video hosting site, provides plenty of evidence of these kinds of social networks (Burgess and Green 2009). In addition to enabling users to post their own videos under their own accounts, YouTube also enables users to post videos in response to other people’s videos, to comment in writing on others’ videos, and to vote on the quality of people’s written comments in order to help other viewers to sort valuable comments from not-so-valuable comments. These affordances of YouTube, coupled with people’s tendency online to gravitate towards others who seem to be interested in the same things as they are establish interesting social networks. A popular practice within the YouTube universe is creating and posting short, do-ityourself (DIY) amateur video clips of stunts done with bicycles and skateboards. A quick search of YouTube at the end of July, 2010, for the terms “bike + stunt” returned around 188,000 videos; a similar search for “skateboard + stunt” returned over 5,000 videos. A quick trawl through both sets of results showed that a significant proportion of these videos were “home made” and featured groups of young people filming themselves doing “stunts” with bicycles and skateboards. Stunts, in this sense, are about getting attention by doing unusual things that involve an element of risk and that draw on exploiting the affordances of resources like skateboards and bicycles outside their normal or intended ranges of application. These stunts include, for example, riding bikes into large bodies of water (e.g., off piers and into lakes or the ocean); jumping bikes over ramps or obstacles (e.g., over low brick walls); riding a skateboard down a handrail or across a space divider; flipping skateboards while skating down stairs; to name just a few. 11 DIY bike and skateboard stunt videos tend to fall into two dominant types (we exclude from this set altogether videos featuring stunts from news clips, documentaries, pro-demo events, competitions, movies etc.). The first are compilations of a whole range of stunts found online and spliced together into a single video. These clips include a mix of DIY videos and videos taken at professional or pro-am demonstration events. Clips in these compilation videos have been found online, ripped from DVDs, or recorded from television. They are often set to music and typically run to 3 to 5 minutes or so in length. The second type—and the kind in which we’re most interested here—very much emphasize the do-it-yourself nature of both the stunt featured in the video and the video itself. These DIY stunt videos tend to follow a similar pattern: a simple title page, a single clip, or a clip with only few edits (e.g., a slow motion replay), and possibly a credit page at the end. These short clips tend to run for one minute or less, and are rarely accompanied by a music track. The action is live and bystanders comments and actions are very much a part of the video. The camera work suggests that many of these videos are taken using handheld videos or other video devices, such as mobile phones. Mobile phones tend to produce very grainy resolution, too. Thus, it appears that these videos are filmed outdoors where the stunts take place, then uploaded later to YouTube. Some are uploaded simply as filmed, although many are tidied up or polished a little using video editing software before being uploaded to YouTube. In terms of digital literacy skills, it can be argued that among other things, it’s most likely that young people who create these videos know how to capture live action using some kind of recording device, how to transfer that recording to a computer, are able to use digital video editing software—such as iMovie or Windows Movie Maker—to edit their video and insert title pages and credits pages or other text into the video. They also have a YouTube account, and know how to upload videos to their account. This often also includes adding a title to the video upload (e.g., “Moron Bike jump off dock” or “Bike jump into water”) and a short written description to accompany the video (e.g., “idiot tries to jump off a dock and into the water and facepalms hardcore” or “jumping my bike off my pier big air into water”) using YouTube’s display page template prompts. Video posters can also choose to categorise their video using YouTube’s pre-set categories (e.g., entertainment, sport, comedy, education) and add self-generated tags to their video (e.g., biking jumping ramps water pier) in order to help others more easily find and view their video. Judging the “success” of a DIY stunt video on YouTube is a relatively straightforward manner—typically the more “views” or “reproducciones” the video has, the more it’s considered to be successful in terms of attracting attention to the poster of the video (cf., Cheng, Dale and Liu 200x). Studying DIY stunt videos that have attracted more than 1000 views suggests that even within this admittedly marginal digital literacy practice there are important technical proficiencies and understandings of what is most appreciated within this practice that are valued and looked for in these videos. Two examples make the point here. 12 “Stupid bike stunts” is the title YouTube user “brushettmark” has given to his DIY bike stunt video (see: http://www.youtube.com/watch?v=VQuLIewEUXs). This video runs for 23 seconds as a single clip. It has not been edited and does not have a title or credit page. Given the extremely grainy resolution, it could well be that the video was captured using a mobile phone or other low-range megapixel device. The setting for the clip appears to be a large deserted area and a sizable puddle, with a large bank of snow close to where the person filming the action is standing. The clip begins with someone off-camera loudly shouting, “Go! Go, Niick!” Then we see a boy of about 12 years of age peddling towards us on his bike and into this deep puddle; he promptly flies head-first over the handlebars and into the water while the bike flips out from underneath him and lands on his back—all accompanied by raucous laughter by onlookers standing out of camera range. At the time of writing, this video has been viewed over 2,700 times since it was posted in April, 2007. It is the six comments left for this video by viewers—whether known to “brushettmark” or not is impossible to say—that are the most interesting and informative aspects of this vide, however, because they’re far from complimentary. Two comments express quizzical dismay and confusion over the meaning and purpose of the video (i.e., “WTF?”); another commenter wrote “poor!” but softened this with a smileyfaced emoticon; and someone complained about the quality of the video itself by writing: “focus the camera!” Perhaps the most damning comment, however, referred to the quality of the actual stunt in the video (which seemed to comprise simply writing into a deep puddle at high speed). This commenter declared: “omg who cant do that [?] that was so stupid [.] we have a track and my 4 year old brother can jump a double[.] poor quality.” This commenter is implying that his or her 4-year-old brother can do more complex stunts than the rider in the video, and that the video itself isn’t worth watching because it doesn’t capture anything risky or out of the ordinary. “Bike stunt crashes in water” (http://www.youtube.com/watch?v=dQ__Dwvh5Lg)by was uploaded to YouTube by “LMcorporations” in June, 2007, and has had over 12,200 views at the time of writing. This 1 minute 28 seconds long video opens with a quick montage of images and rapid-beat music (a clip from “Joker and the Thief” by the Australian band, Wolfmother), invoking the start of television documentary films and the like. The video proper begins with a lad—who self-identifies as “FlyingM”--of about 14 years explaining what’s about to happen. Using multiple edits and camera zooming, the video shows him simply riding a bike down a steep hill and into a shallow creek. This is followed by the written words, “Well, this just won’t do….” And then “take two”. This time the action is set to the opening bars of dramatic Carmina Burana: O Fortuna! The video is slowed and the ride into the water is faster and begins higher up the hill, concluding a dramatic—and clearly rather painful—fall from the bike once it hits the water. This is then replayed, again in slow motion, and ends with the text “much better” and a closing shot of a spinning bicycle wheel. The credits roll and thank FlyingM for “putting his body on the line”. This video gives every evidence of having been planned in advance and carefully put together before being uploaded to YouTube. Moreover, in many ways, the inclusion of a “lame” stunt, then a more spectacular one set to a stretch of epic music often used in commercial videos and movies to denote great drama, could be seen as simultaneously participating in and spoofing DIY stunt videos. 13 This video had 22 comments at the time of writing. The majority of these comment on the quality of the second stunt, which commenters appear to find suitably risky or impressively painful: “LOL that’s gotta hurt”, “That guy is brave” and “hahaha I can’t believe he did that”. A number of appreciative comments are made about the opening title music. Comments also include general, positive comments as well: “haha noice!” and “reminds me of the last time I tried something like that at a lake.. good times… good times…” Only one openly negative comment reads as “boring,” but is accompanied by no explanation of why the viewer found it boring. Focusing on just the comments on these two different—but nonetheless highly-viewed, videos—it seems that some of the variables involved in judging the quality of a bike stunt video and shared among people who enjoy or watch such videos are likely to include: the stunt itself has to be good (or a spectacular, noteworthy failure; and certainly not a limp effort) video resolution matters the point of the video needs to be clear to viewers; that is, they know how to make sense of it (i.e., is it capturing someone doing something enviable, or something “stupid”? Is it meant to be humorous or is it a “bragging/upping the ante on stunts” video?) Thus, it seems that this digital literacy practice does entail using skills (such as bike riding skills, along with digital video-making skills and being able to use a video file sharing service), tools (such as having a bicycle, a digital video recording device, a computer with video editing software or an internet connection), and knowledge (about what constitutes an positive attention attracting DIY bike stunt movie, knowing the importance of being seen to take some personal risks when executing a stunt, But when all is said and done, many of these DIY stunt videos aren’t exactly “content rich” and certainly don’t go to great lengths to convey much information of any depth or obvious significance. It seems that a key element of stunt videos as a digital literacy practice lies simply in participating in this loosely defined, ad hoc network of shared interests in pushing bikes and skateboards to their—and their riders’—limits, in exploring all the different unexpected things that can be done with bikes and skateboards (e.g., balancing a single bike wheel on the top of a short thing pole; running the tail of a skateboard rather than the wheels along a low wall as part of a conglomeration of forward movement moves), sharing these feats—or spoof stunts, or fail stunts—with others online, and reacting to and commenting on posted DIY stunt videos. This case, too, is where we run up against the limits of analyzing young people’s DIY media texts made available for public viewing or use online (see also Burn, 2008, 2009). In order to more fully understand and appreciate the practice of creating, distributing and viewing DIY stunt videos we would need to interview different “members” of this ad hoc network and ask them about the meaning of these text for them, about how they themselves participate in this ad hoc network, what attracts them to particular videos and why, and what they consider to be the driving force behind the practice of taking and 14 distributing DIY stunt videos. Without such “insider” explanations, our own interpretations are at best only inferred or surmised. Discussion Aspects of language use Studying the ways in which these four sets of different young people use language underscores the extent to which traditional conceptions of “reading” and “writing” no longer hold. As Lawrence Lessig explains, For those of us over the age of 40, our conception of writing is writing with text.... But if you think about the ways kids under 15 use digital technology to think about writing, [then] writing with text is just one way to write, and not even the most interesting way to write. The more interesting ways are increasingly to use images and sound and video to express ideas. (cited in Koman, 2005, n.p.) The components of Dynamite Breakdown’s AMV, “Konoha Memory Book”—the video, the song—all existed prior to him creating it. Dynamite Breakdown assembled these components painstakingly, downloading clips from the internet, locating the song track, emailing others for clips he wasn’t able to locate himself, and remixed them into a fresh, now text. He very much paid attention to the mood of the song and his intention to summarize the entire first season of the anime series, Naruto. At the same time, he also wanted to foreground the important, and often complicated, relationships among the characters. This included carefully sequencing clips, syncing them to the beat and lyrics of the song, selecting transitions between clips carefully so as not to interrupt the flow of the story being told in his AMV, and so on. Dynamite Breakdown finds “writing with clips and music” a deeply satisfying and expressive medium for generating, communicating and negotiating meanings (Knobel, Lankshear and Lewis, 2010). Many DIY stunt videos embody an interest in “writing with cameras” (Lessig, 2005), too. The “Bike stunt crashes into water” video described above includes a definite narrative arc: an initial orientation to the video, where the bike rider introduces himself and explains what he’s about to do; then a “lame” stunt, that establishes a “problem” to be resolved, culminating in a second, more spectacular stunt set to epic music and shown and replayed in slow motion for maximum impact as the “resolution” to the tale. In addition, this video narrative is sandwiched between an opening title sequence and closing credits strongly reminiscent of documentary-type videos, upping the ante again on the “reality” of what was videoed. This strong sense of story structure, of “writing” for a real audience, the use of a range of narrative devices (e.g., music, slow motion, certain transitions between clips, interesting juxtaposition between images and song lyrics), establishing mood, and so on are all widely considered to be elements of good narrative writing (Burn, 15 2009; Knobel & Lankshear, 2008). Both Dynamite Breakdown and the creators of “Bike Stunt Crash” clearly have spent time planning, crafting and editing their narratives. None of them appears to have been required to produce such texts, and in Dynamite’s case in particular, seem perfectly happy to be spending time producing their digital media artifacts and expressing their ideas by means of multiple visual and aural media, and very little written text. Approaches to researching digital literacies as social practices From a social practice research perspective, analyzing cases like the four described above strongly suggest that understanding young people’s digital literacy practices and what it means for them to be “networked” requires paying attention to at least two things: the importance of being an “insider” to any given digital literacy practice (or at least working towards becoming an insider), and of talking to young people themselves about the texts they produce and the networks in which they participate or of which they avail themselves. It would be easy, for example, for someone not at all familiar with stunt bike videos to dismiss them “silly” or “meaningless.” An approach to researching digital literacy practices focuses on understanding them as experienced by and from the perspective of those who engage in them. This is to privilege an emic—or insider— understanding of these practices, rather than to impose observer meanings upon these practices from the outside (i.e., an etic perspective) or on the basis of generalizations presumed to hold across a range of cultural contexts and social networks (Lankshear and Knobel, 2007; Lankshear, Leander and Knobel, in press). This very much involves attending to the ways in which meaningful content—which may not reside in a text itself, but rather be found in the production and exchange of texts--and socially recognized ways of interacting, using expressive resources, and conveying meanings are engaged, monitored, ‘realized’ and thought about by those who are ‘inside’ the practice in question. Nanako’s fan fiction writing is a case in point. While her narratives are interesting in and of themselves, being a fan of and having a thorough knowledge of the Japanese anime and manga series on which she draws, understanding the meaning of key Japanese greetings and other turns of phrases which she uses in her texts and how these signal her affiliation with Japanese pop culture, and appreciating her own fluency with Manadarin Chinese—which she also weaves expertly into her stories—heightens the reader’s appreciation for the cleverness of her writing. This kind of insider understanding adds multiple layers of meaning and depth to each tale. The same holds for Dynamite Breakdown’s AMVs, too. A close familiarity with the Naruto series adds additional layers of meanings to his Konoha Memory Book AMV. For example, showing Naruto and Sasuke kissing in one clip references the love-hate relationship between these two males throughout the series; the death scene in the AMV references the death of Naruto’s sensei and is a pivotal event in the first series. Perhaps more powerfully, the soundtrack’s lyrics (Nickleback’s “Photograph”) speak of someone looking through a photograph album and how the photos jog long16 forgotten memories about growing up poor, skipping out on school, getting into trouble with the law, hanging out with friends, first love, etc. The narrator is leaving his hometown. Despite all that’s happened, he’s leaving reluctantly and with fond memories. This very much resonates with the main character’s own experiences— growing up as an orphan in a village that misunderstands and often mistreats him, and who at the age of 12 years begins training to become a ninja, which requires him to leave his home (the village of Konoha)—such as it was—and travel with his three-person team and teacher as part of his training. Fans of the series clearly pick up on the complexity of this AMV and comments left in response to this AMV on Dynamite’s YouTube account admit that “Konoha Memory Book” did or almost make them cry while watching it. Studying a practice from the inside aims at understanding how meanings are made, conveyed, taken up and passed around within a social network. It pays attention to the resources young people draw on in their text, the meanings that come “free” or tat already embedded in these texts (cf., the universe of meanings associated with Sakura in Card Captor Sakura, or Naruto in his eponymous series) and how these are leveraged in a given text, how these texts are taken up by other “insiders”, and what is valued within this practice and why (cf., Gee, 2007; Jenkins 2006). Nanako’s fan fiction and Dynamite’s AMVs also remind us that just the texts produced by young people themselves are insufficient data for studying digital literacy practices in any depth. Nanako was interviewed repeatedly by Rebecca Black in order to obtain Nanako’s own explanations of why she wrote her stories, what they meant to her, why she devoted so much time to not only writing stories, but to participating very actively within the Fanfiction.net network reading others’ narratives and writing reviews, becoming friends with other writers, and, later, as a mentor to many new fan fiction writers. Nanako’s responses afforded Black (2005, 2008, 2009) additional insights into fan fiction as a digital literacy practice than would otherwise have been possible if Black had opted to simply examine Nanako’s written narratives alone. Similarly for us; our interviews with Dynamite Breakdown explained for us how he first encountered AMVs, what attracted him to them, how he got started with making his own, and ultimately, how he honed his skills and craft as he began creating more and more complex and finely tuned AMVs. Talking with Dynamite alerted us to ways in which different hosting sites online are valued more than others (e.g., AnimeMusicVideos.org is the premier site because it has the capacity to host high quality videos and because it provides a venue for novice and expert AMV remixers to share their work and view the work of others). Interview data also alerted us to the fact that Dynamite has multiple online aliases, and that we needed to look at them all in order to fully appreciate the extent to which he participated in the AMV remix universe, both online and offline. What it means for young people to be “networked” When examining digital literacy practices and young people’s involvement in them, it becomes clear that “being networked” is no single, straightforward thing. These four 17 cases suggest participating in social networks is important, but that this participation can take multiple forms and serve different goals. Forms of participation range, for example, from watching online videos for self-entertainment purposes, clicking “like” buttons on Facebook to show affiliation, reviewing someone’s fan fiction, through to creating an AMV that gets shown at a large convention. Dynamite Breakdown is very much an active participant in a range of social networks associated with AMVs. Corey, too, is a keen user of Facebook—updating his status regularly, and posting text and images fro his mobile phone while on the go. Both young men use their networks for different purposes, however. Dynamite is keen to tp into networks and use them in ways that will help him to attract attention to his AMV remixs. Corey, in contrast, uses the social networking site to actively maintain a range of relationships with school friends, family members and others. Dynamite Breakdown Semi-regularly posts well-crafted AMVs to his profile on AnimeMusicVideos.org and to YouTube Explicitly invites feedback and comments from others “Please leave a comment after watching this. I love eharing what you all have to say” (AMV.org) Began posting on YouTube after he found that others were posting his work ad taking credit. Mentioned he didn’t mind others hosting his AMVs, but that he would like credit for it. His YouTube comments are very personal in tenor—as though the readers are all his friends (or even fans) Actively responds to comments on YouTube—including comments that clarify why he did something within a clip, adding additional details about a series, responding to commenter’s requests for where a clip originated etc. These comments are extremely polite and good-natured Regularly watches other people’s AMVs and leaves supportive comments and/or advice on how to improve the video Sharing his work online is also about being committed to improving the quality of his work, too, through being open to feedback and criticism. Enters offline AMV competitions and is quite well-known that way for his work, too Corey His choices on Facebook appear to be tied mostly to maintaining a network of relationships with people mostly known to him (e.g., he doesn’t join groups, he doesn’t play any of the Facebook games or take any of the countless quizzes available) Comments on status updates often turn into conversations, and often include humorous exchanges The language he uses in his status updates is very much the language he would use when speaking to family and friends (e.g., “I'm off night guys”) 18 His mother posts on his wall and he never shows he minds A lot of his posts end in “LOL”, or simply are just “LOL” Many of the things he clicks as “liking” are humorous to himself and to friends and family He invites his Facebook friends in some status updates to evaluate what kind of friend they consider him to be etc. He posts status updates about video games and shows his keen affiliation with his other game-playing mates on Facebook He regularly posts comments on family and a small circle of friends’ walls He lists a school friend as his brother General the importance of shared affinities, affiliations and expressions of solidarity in young people’s networks (Hull 20094; Ito et al. 2009; Lam 2000, 2009a, 2009b; Leander and Lovorrn 2006; Vasudevan 2010) understanding that digital literacy practices often thread across multiple online and offline spaces (Chandler-Olcott and Mahar 2003; Hull, Stornaiuolo, and Sahni, 2010; Thomas 2004, 2007) Understanding some contemporary “ways of being a young person (or young people)” that are highly valued by many youth The importance of identity work: Being an expert: dynamite and Nanako Corey navigating between being an adolescent and a young adult about being suitably risky and/or funny in the bike stunt videos 5. What do we want to come out of this? For us, examining young people’s digital literacy practices and their participation in networks helps to start a conversation here about things that we’re more familiar with and in contexts we’re more familiar with and what might resonate with what can be studied in Mexico. We don’t aim at pronouncing on how digital literacies should look or how they should be learned/taught. We’re certainly not assuming a direct transfer of these ideas to a Mexican context, either. Our goal is to sharing some of the things we see, and then tot talk about possible resonances and the like. 19 Part of this conversation could certainly include an examination of research angles not addressed in this paper, and which are nonetheless interesting and important. This includes, for example, a research focus on social learning (c., Brown and Adler, 200x), which would study how the young people in the fours cases presented earlier learned to do what they did and how they drew on the affordances of the networks available to them as part of this learning. - focusing on social practices shapes the way we – and others like Rebecca black etc.—conduct research, too. Including what we choose to look at, how we collect data about it, and how we analyse it. - a point for understanding literacy? Literacy practices are only a theme or focus of interest because schools have abstracted this dimension of social practice out of its context of use, and have taken it up as something to be taught in largely decontextualised ways. So a lot of what we’re trying to talk about is really to say to avoid the pain and counterproductivity work of doing literacy work a la school, you have to put literacy back into context and strive for a richer and larger understanding of how this stuff goes together. Gee’s point about not reading for reading’s sake. - A point for pedagogy? A narrow focus on literacy as fluent encoding and decoding has done nothing to change familiar patterns of academic success and failure. It has almost become a research cliche to cite instances of young people trapped in literacy remediation in schools whilst winning public esteem as fan fiction writers, AMV remixers, or successful gamers online. References Alvermann, D. (2010). Adolescents’ Online Literacies: Connecting Classrooms, Digital Media, and Popular Culture. New York: Peter Lang. Black, R. W. (2005). Access and affiliation: The literacy and composition practices of English language learners in an online fanfiction community. Journal of Adolescent & Adult Literacy. 49 (2): 118-128. Black, R. (2007). Digital design: English language learners and reader reviews in online fiction. In M. Knobel & C. Lankshear (eds). A New Literacies Sampler. New York: Peter Lang, 115-136. Black, R. (2008). Adolescents and online fanfiction. New York: Peter Lang. Black, R. (2009). Adolescents, fan communities, and twenty-first century skills. Journal of Adolescent & Adult Literacy. 52(8): 688–697. Burgess, J. & Green, J. (2009). YouTube: Online Video and Participatory Culture. Cambridge, UK: Polity. Burn, A. (2008). The case of Rebellion: researching multimodal texts. In J. Coiro, M. Knobel, C. Lankshear and D. Leu, (eds.), Handbook of Research on New Literacies. Mahwah, NJ: Erlbaum. Burn, A. (2009). Making New Media: Creative Production and Digital Literacies. New York: Peter Lang. 20 boyd, d. (2009). Taken out of Context: American Teen Sociality in Networked Publics. PhD dissertation, University of California, Berkeley. Unpublished manuscript. Chandler-Olcott, K. and Mahar, D. (2003). “Tech-savviness” meets multiliteracies: Exploring adolescent girls’ technology-mediated literacy practices. Reading Research Quarterly. 38(3): 356-85. Cheng, X., Dale, C. and Liu, J. (200x). Understanding the characteristics of short video sharing: YouTube as a case study. xxxxxxx Davies, J. and Merchant, G. (2009). Web 2.0 for Schools: Learning and Social Participation. New York: Peter Lang. Ellison, N., Steinfeld, C. and Lampe, C. (2007). The Benefits of Facebook ‘‘Friends:’’ Social Capital and College Students’ Use of Online Social Network Sites. Journal of Computer-Mediated Communication. 12: 1143-1168. Facebook (2010). Social Plugins: Like Button. Available from: http://developers.facebook.com/docs/reference/plugins/like (accessed 26 July, 2010). Huh, B. (2010). “Mainstreaming the Web” Panelist. ROFLCon, Boston, MA. 1 May, 2010. Hull, G. (2004). Youth culture and digital media: New literacies for new times. Research in the Teaching of English, 38(2), 229-233. Hull, G., Stornaiuolo, H. and Sahni, U. (2010). Cultural Citizenship and Cosmopolitan Practice: Global Youth Communicate Online. English Education. 44(4): 331-367. Ito, M., Baumer, S., Bittani, M., boyd, d., Cody, R., Herr-Shephardson, B., Horst, H., Lange, A., Mahendran, D., Martinez, K., Pascoe, C., Perkel, D., Robinson, L., Sims, C., & Tripp, L. (2009). Hanging out, messing around, and geeking out: Kids living and learning with new media. Cambridge, MA: MIT Press. Knobel, M. and Lankshear, C. (2008). Remix: The art and craft of endless hybridization. Journal of Adolescent & Adult Literacy. 51(2): 22–33. Knobel, M. and Lankshear, C. (2008). Digital literacy and participation in online social networking spaces. In C. Lankshear and M. Knobel (eds.) Digital Literacies: Concepts, Policies and Practices. New York: Peter Lang. 249-278. Knobel, M., Lankshear, C., and Lewis, M. (2010). AMV Remix: Do-it-yourself anime music videos. In M. Knobel and C. Lankshear (eds.) DIY Media: Creating, Sharing and Learning with New Technologies. New York: Peter Lang. 205-230. Knobel, M. and Lankshear, C. (eds.) (2010). DIY Media: Creating, Sharing and Learning with New Technologies. New York: Peter Lang. Koman, R. (2005). Remixing culture: An interview with Lawrence Lessig. oreillynet.com/pub/a/policy/2005/02/24/lessig.html (accessed 22 April 2006). Lam, W.S.E. (2000). L2 literacy and the design of the self: A case study of a teenager writing on the Internet. TESOL Quarterly. 34(3): 457-482. Lam, W.S.E. (2009a). Literacy and learning across transnational online spaces. ELearning, 6(4), 303-325. Lam, W. S. E. (2009b). Multiliteracies and Instant Messaging in Negotiating Local, Translocal, and Transnational Affiliations: A Case of an Adolescent Immigrant. Reading Research Quarterly, 44(4). 21 Lankshear, C. and Knobel, M. (2006). New Literacies: Everyday Practices and Classroom Learning. Maidenhead, Berks: Open University Press. Lankshear, C. and Knobel, M. (2007). Researching New Literacies: Web 2.0 practices and insider perspectives. e-Learning. 4(3): 224-240. Leander, K. and Lovvorn, J. (2006). Literacy networks: Following the circulation of texts, bodies, and objects in the schooling and online gaming of one youth. Cognition & Instruction. 24(3): 291-340. Leander, K. and Mills, S. (xxxx). The Transnational Development of an Online Role Player Game by Youth: Tracing the Flows of Literacy, An Online Game Imaginary, and Digital Resources. In Blackburn, M. V. & Clark, C. T. (Eds.), Literacy Research for Political Action. New York: Peter Lang. Lessig, L. (2005, October). Re:MixMe. Plenary address to the annual Network for ITResearch and Competence in Education (ITU) conference, Oslo, Norway. Thomas, A. (2004). Digital literacies of the cybergirl. E-Learning, 1(3), 358-382. Thomas, A. (2007). Blurring and breaking through the boundaries of narrative, literacy and identity in adolescent fan fiction. In M. Knobel and C. Lankshear (Eds), A New Literacies Sampler. New York: Peter Lang. Vasudevan, L. (2010). Education remix: New media, literacies, and the emerging digital geographies. Digital Culture and Education. 2: 62-82. 22