TY - GEN AB - Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigates the ethical fault lines of such digital pursuits. The authors argue that five key issues are at stake in the new media: identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, the report explores the ways in which youth may be redefining these concepts as they engage with new digital media. The authors propose a model of "good play" that involves the unique affordances of the new digital media; related technical and new media literacies; cognitive and moral development and values; online and offline peer culture; and ethical supports, including the absence or presence of adult mentors and relevant educational curricula. This proposed model for ethical play sets the stage for the next part of the GoodPlay project, an empirical study that will invite young people to share their stories of engagement with the new digital media.The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning AU - James, Carrie. CN - HM851 CY - Cambridge, Mass. : DA - ©2009. ID - 1386681 KW - Information society KW - Digital media KW - EDUCATION/Digital Media & Learning KW - SOCIAL SCIENCES/Media Studies KW - INFORMATION SCIENCE/Internet Studies LK - https://doi.org/10.7551/mitpress/8520.001.0001?locatt=mode:legacy LK - http://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf N2 - Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigates the ethical fault lines of such digital pursuits. The authors argue that five key issues are at stake in the new media: identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, the report explores the ways in which youth may be redefining these concepts as they engage with new digital media. The authors propose a model of "good play" that involves the unique affordances of the new digital media; related technical and new media literacies; cognitive and moral development and values; online and offline peer culture; and ethical supports, including the absence or presence of adult mentors and relevant educational curricula. This proposed model for ethical play sets the stage for the next part of the GoodPlay project, an empirical study that will invite young people to share their stories of engagement with the new digital media.The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning PB - MIT Press, PP - Cambridge, Mass. : PY - ©2009. SN - 0262258943 SN - 9780262258944 SN - 9780262513630 SN - 0262513633 T1 - Young people, ethics, and the new digital media :a synthesis from the GoodPlay project / TI - Young people, ethics, and the new digital media :a synthesis from the GoodPlay project / UR - https://doi.org/10.7551/mitpress/8520.001.0001?locatt=mode:legacy UR - http://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf ER -