Showing posts with label information. Show all posts
Showing posts with label information. Show all posts

Saturday, January 02, 2016

The Awkwardness of Walking a High School Hallway (or, Digital Tribes: Gamers, Socialites, and Information Seekers)

This thought came to me while reading this New York Times article on app makers' attempts to understand how teens use smartphones and what they want out of the experience. In particular, I was struck by this sentence: "And when your phone is the default security blanket for enduring the awkwardness of walking a high school hallway, it feels nice to have a bunch of digital hellos ready with a swipe."

I thought of my own experience in high school. Indeed, it was awkward. I didn't have a phone as a security blanket. I suppose I just thought about the things that mattered to me as a way of escaping the awkwardness. I thought about the video games I'd play when I got home, or the movies or music I loved. Social media didn't exist. Maybe I thought about hanging out with my friends the following weekend.

Also while reading this sentence, I thought of my nephew (age 9) and niece (age 5). They're both too young for social media and smartphones, but I started thinking about what they'd be like when they are old enough to use these things. My nephew is already enamored with video games, in particular Minecraft. It seems unlikely that he'll be a heavy user of social media, and very likely that he'll spend a lot of time playing video games. My niece plays video games, and I honestly am not sure whether she'll stay interested in video games and/or develop an intense interest in social media, like many middle school and high school girls.

But as I read this article, and as I imagined how my nephew and niece would use media when they get to high school, a picture started to emerge in my head, a picture of at least two, maybe three, relatively distinct "tribes". One tribe spent most of their screen time using social media like Instagram or Snapchat. Another tribe spent most of their screen time playing video games. Of course, there would be some overlap: the gamers wouldn't totally forsake social media, and those who spent a lot of time with social media would also play some games. But they would differ in terms of how these media experiences fulfilled some fundamental needs or desires, how digital media provided a kind of default security blanket for them during the awkward teenage years.

For the gamers, video games would deliver a sense of challenge and accomplishment, and sometimes a sense of esteem (others see what you've accomplished and admire you). They also would provide camaraderie via the community of gamers.

For the social media users (let's call them "socialites"), social media would deliver a sense of social support and esteem, evidence that people are paying attention to you, that people like you, that you're not alone.

And perhaps there would be a third group: information seekers/entertainment consumers - people who use media primarily to consume rather than interact; consume news, consume educational material, consume movies, music, etc. I think I was one of these types of people in high school, and I think they still exist in high schools. Some kids aren't that into gaming or social media. They love movies, music, books, etc.

These are distinct groups driven by distinct desires. This brings me back to the Uses & Gratifications theory, a theory that I'm not too fond of (because I don't think people are very good at reflecting on why they use media), but might be of some use to help determine what the positive or negative effects of media might be.

So what? Why do these categories matter?

Well, for light-to-moderate users, all of these types of media use might help to keep young people happy and engaged with the world around them, give them a sense of belonging and fulfillment. The particular kind of media use that provides that sense of belonging and fulfillment won't be the same for everyone.

What about heavy media use? Well, heavy use is probably bad for all groups, but bad in different ways. For those in the social tribe, heavy use would be associated with a kind of fragile ego and need for validation from others, and preoccupation with this validation. For gamers, heavy use would be associated with not caring about accomplishments in the real, non-game world (i.e., not caring about grades, not caring about social connections with real-world peers, not caring about one's health, etc.), a kind of disappearing into the game world. For information seekers, heavy use might be associated with a kind of "filter bubble" problem: they get further and further into a particular view of the world without being forced to see messages from other perspectives or without interacting with people who, inevitably, will hold at least slightly different opinions.

If you just measure "internet use" or "smartphone use" as they relate to these outcomes, you might not find any effects, simply because the lack of effects in the other two groups "washes out" the significant effect in a single group. That doesn't mean the effects aren't there. By differentiating among these tribes (not necessarily by asking young people how they identify, but by measuring their actual use of video games, social media, and information/entertainment consumption), we would be able to see these different effects.

I'm usually quite skeptical of metaphors used to describe media technologies. Such metaphors tend to highlight the ways in which media technologies are similar to something else while ignoring all the ways in which it is not, and they seem chosen chiefly to support the pre-existing beliefs of the metaphor user. Do you think that a new media technology is harmful? Liken it to cigarettes or crack cocaine. Think that it's benign, or even helpful? Liken it to chess or painting or family.

But the security blanket metaphor seems a bit less...deterministic than these other metaphors. Of course, if one were to take it literally, it does have a negative connotation: the image of teenagers clinging to blankies evokes a kind of pathological arrested development, kind of like a pacifier. But what I like about the metaphor is that as long as you don't take it too literally, it helps you think about what young media users get out of the experience - security, comfort - and, at least for me, it doesn't dictate that this gratification come from a particular type of media experience.

Wednesday, December 25, 2013

What You Search For Is All There Is

I'm still slowly making my way through Thinking, Fast and Slow, and every now and then, ideas from the book pop into my head when considering some type of media use. Today, I was thinking about searching for information online and how the bias of "what you see is all there is" (WYSIATI) might be applied to it (WYSFIATI). Essentially, people have trouble factoring in the effects of relevant information to which they don't have access but that still affects outcomes of interest. People assume, wrongly, that what they see (i.e., the information to which they have access) is all there is (i.e., all the information that is relevant to the outcome of interest).

The types and scope of information to which we had access was largely dictated by physical proximity, our social circles, books, newspapers, TV shows, movies. These sources gave us an incomplete picture of reality. There's nothing wrong with this per se, as long as the individual knows the extent to which and the way in which their information is incomplete. In Thinking, Fast and Slow, Kahneman cites numerous experiments in which people are asked to make decisions based on information which they are told has a particular likelihood (e.g., 50%) of being true. But the more common flaw in decision making seems not to be the extent to which people trust a source, but the extent to which they assume that the sources are supplying them with complete relevant information.

Media users often employ some kind of skepticism toward the information with which they are presented. For example, viewers often discount what they see on Reality TV: they assume that the behavior of people on such shows is authentic in some sense but not in others.

But what about searching for information? You start off with a question about an upcoming decision. Sometimes, you find a relatively concrete, straightforward answer. Other times, you're searching for something harder to answer: whether or not to have children after 40, say, or whether or not to vaccinate your children, or whether or not to travel to the Middle East, or whether o not that lump on your shoulder is a tumor (in my case, thankfully, it was not).

Again, it's important to say that we never had perfect information to help us make these decisions. As a culture, we probably weren't hip to this at first, but in the recent past, and certainly once the internet came along, skepticism (or rather, cynicism) about mainstream media went, well, mainstream. It is true that our personal social networks, newspapers, or books were incomplete and biased sources of information. I think that the information we acquire through online search is incomplete and biased in different ways, but I wonder if the very act of searching increases our erroneous belief that we're getting complete, or near complete, information. The act of searching, of picking your own source, is likely to make you think that you're acting independently.

But search really magnifies certain biases in ways that mainstream media did not. Search results are, of course, not all that there is. They are based on what others click on (and a "click" is as much an indication of immediate curiosity as it is of the veracity of the information) and based on what we've clicked on in the past. So, confirmation bias probably influences search results. But the act of searching from among many (sometimes hundreds or even thousands, if you're especially diligent) sources makes you feel like a careful information consumer, someone who's not simply being spoon-fed information by those interested in making a profit.

Perhaps mainstream media was always interested in making a profit. They also were (and continue to be) interested in maintaining the status quo. It's been pointed out many times how this maintenance of the status quo was a bad thing, how it keeps populations from questioning despotic regimes, antiquated laws, bigotry, etc. But getting free of status-quo-enforcing sources of information has it's potential downsides. We may be disappearing down information rabbit holes based on shock value and pre-existing notions of how the world is.

But the point I wanted to make here relates to the certainty we have when we search that what we find is all there is. It seems to me to be counterproductive to refer to this as the illusion of agency or the illusion of choice, as one might be tempted to do. All decisions are made from incomplete information menus that are influenced by others who do not necessarily have our best interests in mind. But you can be more or less aware of the degree to which the information presented in those menus is complete and how it may be biased. The very act of searching makes it a bit harder to see these things clearly.

The object of media literacy is not to eliminate bias in one's media diet or finally obtain complete information, but to increase awareness of bias and incompleteness.

Post script: what I've really been describing is "What You Find Is All There Is" (WYFIATI). "What You Search For Is All There Is" really describes the sense that the world is defined by what you're curios about or interested in, which is a separate but related cognitive bias.