Professional Documents
Culture Documents
Bahan 5
Bahan 5
This article reports an ethnographic study of a subsidized computer center for children
in an inner-city library. Unsurprisingly, young children play with the Internet. Surprisingly, this creates conflict with the justifications given for such centers by adults and
public policy, leading to an atmosphere of tension between differing understandings of
the Internets purpose: as a place for ritual and play vs. as a place for the transmission
of information and for work (Carey, 1989). Theories of play based on Huizinga (1950)
and Gadamer (1989) are used to explain Internet play. The study finds that the narrowly instrumental rationales of public policy about the digital divide are rehearsed
and repeated in everyday conversation at the center, even to the extent that childs play
is denaturalized and seen as a problem that must be corrected.
doi:10.1111/j.1083-6101.2006.00302.x
Introduction
In the late 1990s, subsidized computers and Internet connections in public places
were often proffered as an answer to the digital divide, the concern that in an
information society those without the economic resources to access information
technology are disenfranchised from participation in public life. A variety of projects
and people worked within this rationale to provide the public free access to computers and Internet connections at schools, libraries, and community centers. Yet,
despite large public investments and a small amount of public debate about these
centers, little is known about exactly how they have been used. In place of this
knowledge there is a vague overarching narrative of technological progress and the
preconception that public Internet access remains in the realm of the educationally
and economically disadvantaged (Lee, 1999, p. 346), at least where free public
computers are concerned. More specifically, the typical rationale for free computer
centers in public places presumes that the Internet is essentially a transmitter of
important information that is to be learned and that this justifies its subsidy. This
is sometimes called the digital library metaphor for the Internet (Stefik, 1996, p. 6)
or the library model of public Internet provision (Dobscha, 2004). This vision of
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Internet use underpins the policy mechanisms that produce and subsidize publiclyfunded computer centers.
This article describes a study that employed ethnographic methods to examine
a computer center reserved explicitly for children in a socioeconomically depressed
area of San Francisco, California. As this article will show, the details of public
Internet use by young children stand in contrast to the public rationales and cultural
justifications that are usually given for Internet use. Children, as any parent could
guess, play with the Internet. Careys (1989) useful distinction between transmission
vs. ritual communication suggests that the idealized vision of the Internet as a transmitter of information (the library metaphor) weighs heavily on the minds of the
users and providers at these centers. Children playing with the Internet do not look
up facts. Their play does not resemble the transmission of extrinsically useful information and the closing of the digital divide. This leads to surprise, anxiety, guilt,
and even despair among adults, despite the expectation common to other circumstances that young children like to play.
There is a well-developed interdisciplinary literature that would predict and
explain this symbolic and ritual (using Careys term) Internet use: interdisciplinary
theories of play (Gadamer, 1989; Huizinga, 1950). However, due to the ideological
baggage accompanying play, a play-theoretic approach to subsidized public Internet access is likely to remain unpalatable among policymakers and some researchers.
While it is acceptable to use public funding to build childrens playgrounds, playing
with public computers is not yet as respectable. This article draws on the literature on
play to explain childrens use of public computing in San Francisco and to show how
play inverts much of what is known and expected of computer use. It also investigates the way in which the idealized notions found in public policy and law about
the digital divide and the information economy become fodder for everyday arguments among parents, children, teachers, and librarians about what Internet use
ought to be like.
The Dominant Approach: Public Internet Access as Transmission
Some technologies readily suggest their uses, the way that a glove looks like it will fit
your hand. Computing is not so simple since it consists of radically multipurpose
devices that could be put to a variety of ends. Stefik (1996) explains that metaphors
and stories used to describe the Internet are as important to understanding it as the
capabilities of the technology itself. Metaphors about the Internet such as electronic
library, virtual reality, and electronic marketplace contain lessons: Some uses
are always valued and others are devalued. For instance, historically the computer
has been readily acceptable as a device of production, and the appropriation of
public funds to support access to it has been appropriate when couched in terms
of creating productive members of society or moving society as a whole toward an
information economy (Castells, 1996). Across the developed world, major policy
initiatives in the 1990s sought to subsidize computer-mediated communication for
these and other reasons. The United States passed the Telecommunications Act of
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points often manage to reproduce oppressive limits on the groups they are designed
to help, specifically women and the elderly (Dobscha, 2004).
Communication in Internet cafes has received more attention, but this research
is less relevant in that what motivates users to pay for Internet access has been
a primary concern. Studies of cybercafes have found that each cafe can evolve
a particularistic local culture (Miller & Slater, 2000; Wakeford, 2003). One early
study rejected the notion that public use in a cafe involved the positive features
usually associated with publicness, or that public use was that different from solitary
private use (Lee, 1999).1
Some of the previous studies of Internet access in public places are vulnerable to
Careys critique, introduced earlier, that researchers privilege transmission-related
rationales for communication. For instance, using a similar research design to the
present study, Balka and Peterson (2004) found that current use of the Internet in
libraries is inconsistent with the goals articulated in current public policies (p. 152;
see also Balka & Peterson, 2002), and Dobscha (2004) found that [p]ublic internet
spaces.do not seem to be serving the needs of those they were initially supposed to
be serving (p. 161). This sort of conclusion in policy analysis research depends upon
a false sense of surprise. In fact, one should expect an examination of any law or
public policys enactment in everyday life to be substantially different from the ideal
representation of behavior made by a statute or a speech. Whether jaywalking or
Internet access is at issue, the law and policy about a topic is a special kind of valueladen language often used to specify ideals and norms; it is never a description of
what actually happens in the street (Moore, 1978). A number of researchers (including the author) have made the mistake of expressing surprise that subsidized Internet
connections do not actually result in a disenfranchised child ready to sit down in
front of the computer for an afternoon of job training to better herself. As Lee (1999)
notes, an unnecessary focus on governmental rhetoric characterizes much of the
work in this area (p. 346).
The study described here began as an exploratory study with a theoretical framework that emerged inductively. Early in this research, the relevance of play theory
became clear, and the question of what users ought to do with the Internet
emerged from a disproportionately large number of the conversations observed in
San Francisco. As this study will explain, users largely did not conceive of the Internet
as the transmission of economically valuable skills and information. However, children expend considerable effort to demarcate and defend their non-instrumental
use, while adults worry and feel guilty about the fact that the use of these centers does
not fit the ideals specified by policy to address the digital divide.
Why this should be so surprising is one of the puzzles this study addresses. Other
communication media are readily acceptable as sites for play. In the context of communication research on children co-viewing television with siblings and adults, television has been found to be a stimulus to imaginative play (Singer & Singer, 1976)
and an object around which play is actively organized (Reid & Frazer, 1980). Earlier
research which focused exclusively on online discourse (Danet, 2001; Ruedenberg,
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Danet, & Rosenbaum-Tamari, 1995) also explained the Internet in terms of play.
Even newspapers, a communication medium often associated with the transmission
of information (news), have been studied as objects of play (Glasser, 1982, 2000).
Play and a Relational Technology
In contrast to the idea of transmission, one might expect that children not yet
familiar with the connotations of computing and these debates in public policy
would be free to justify the computer as not merely useful for transmission, but also
for what Carey terms ritual communication, a relational use of computers as a way
to maintain society across time rather than exchanging messages across space (Carey,
1989). In ritual communication, it is not the exchange of information that is relevant, but the cultural understandings developed through an interaction. As early as
1974, Carey criticized communication scholarship for its lack of interest in symbolic
and ritual communication. However, a wide variety of interdisciplinary scholarship
outside of communication has considered ritual communication within theories of
play (for a comprehensive review, see Sutton-Smith, 1997). As Huizinga stated flatly
in 1950, ritual is play (p. 5). In the years since Careys critique, communication
scholarship has begun to address this issue in research on a variety of media and is
beginning to incorporate the link between ritual and play. Understanding communication as play invites us to .think beyond the rational, utilitarian, extrinsic, and
almost always instrumental reasons individuals give for their attention to, and interest in, the programs and publicationsand now Web sitesof their choice
(Glasser, 2000).
In other words, while computers, televisions, and newspapers may transmit skills
and information, people also play with them with little expectation of acquiring
anything from them directly (cf. Glasser, 1982; Stephenson, 1964, 1967). While this
approach has also been used to understand computer-mediated communication
(see, e.g., Danet, 1995, 2001), the most widespread work on computer-mediated
communication is largely from a functional psychological perspective (e.g., Turkle,
1984, 1995) or focuses on play within the topic of maintaining ties within virtual
communities (e.g., Jones, 1995, 1997, 1998; Smith & Kollock, 1999).
When considering play, a large, diffuse literature from a number of fields
proposes functional understandings of specific kinds of play at the level of the
individual. While play may be non-instrumental from the perspective of the player
(play may seem useless), a great deal of scholarly effort has been expended to
demonstrate that play is adaptive and useful. This approach is a straightforward
evolution from the earliest writing about play (see Rubin, 1982). In the 18th century,
Friedrich von Schiller envisioned play as the necessary expenditure of surplus energy.
Karl Groos in 1901 found play to be the elaboration and perfection of learned
behaviors. Genetic psychologist G. Stanley Hall envisioned play as useful catharsis
in his recapitulation theory. Since it is in fact quite difficult to demonstrate that
most play is functionally useful and adaptive, other literature instead takes the
approach that the word play is a linguistic waste-paper basket for activities that
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This study investigates the meaning and use of public Internet access via ethnography of place at Electronic Discovery Centers (EDCs) in the San Francisco Public
Library System. Public in this case refers both to a resource available to anyone
(not even a library card is required), and also to a service supported by government
funding. EDCs are clusters of computers in library branches throughout the city
equipped with high-speed Internet access and childrens software titles. These clusters are available to use for no charge and are reserved exclusively to serve children
under the age of 14 and the adults who accompany them. In the mid 1990s, programs
similar to the EDC were ascendant as the preferred way to provide universal Internet
access across the country.
Fieldwork for this project consisted of four parts. Most central are (1) nonparticipant observation and (2) open-ended interviews with children, parents, librarians, and library volunteers at the Electronic Discovery Center. In addition, this
project draws from (3) analysis of internal library documents such as sign-up sheets
and (4) internal and external documents published by the library to describe and
evaluate library programs (such as San Francisco Library Commission, 1998a,
1998b). Fieldwork began in January 1998 and continued for two years.
Non-participant observation and open-ended interviews were conducted at EDC
locations over a six-week period from May to June 1998. Primary data collection was
spread over 20 sessions averaging four hours each.2 Observation/interview sessions
occurred at various days and times. Childrens librarians at the center reported the
times when the EDCs were busiest, and observations were then made during a variety
of days and times within this subset.3 Secondary data collection involved follow-up
visits to the Main Library EDC at various days and times to answer specific questions
that arose during later analysis. Concurrently, a quantitative study of Internet traffic
was also conducted, the results of which are reported elsewhere (Sandvig, 2003).
Children generally are required to sign up for 30-minute time slots on the computers in the EDC. In order to gain an (admittedly rough) estimate of EDC use, in
addition to the observation and interviews detailed above, the childrens librarians
stringently required that all users sign up and were extremely careful that all use was
recorded for a 10 day sample period (six days during the week and two weekend
days). The sign-up sheets during this period were then used to estimate traffic.
Setting: The Electronic Discovery Center
Most observations took place at the Main Library, a recent and striking addition to
the landscape of the Civic Center area of San Francisco. In 1988, San Franciscans
approved a $109.4 million bond measure to construct a new main library building
and renovate aging branches. Facing City Hall across Marshall Square, the sevenlevel result is an example of ultramodern architecture. Off-white tones and metallic
colors highlight the wide, arching stairways that enjoy natural light from skylights
above the central atrium. Truly impressive in scope, New Main contains 11.4 miles
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of open stacks and 24.6 miles of closed stacks (City and County of San Francisco,
1995).
Nearly as impressive as New Main itself is the startling contrast of the pristine
library building and the adjacent neighborhood of the Tenderloin, one of San Franciscos poorest. Although as the flagship of a large library system New Main draws
patrons from throughout the city, those living near the library had a per capita
income of $14,556 in 1999, with 20% of residents below the official poverty threshold
(U.S. Census, 2006a, 2006b). Income levels were similar in five of the six surrounding
census tracts. In comparison, the per capita income in San Francisco as a whole was
$34,556 (U.S. Census, 2006a).
Beyond simple motives like the addition of much-needed space, the construction
of the new main library was an attempt to give a modern face to an institution
created over 100 years ago. The Fisher Childrens Center is the location of New
Mains EDC, and the EDC is an example of the effort to modernize the librarys
mission and services. The Fischer Center is an airy, brightly-colored series of rooms
on the second floor providing comfortable furniture sized to the dimensions of small
children, exhibition space for reading stories and meeting authors, large windows,
and sunny spots to play and read. The Center houses New Mains collections of
books, periodicals, and videos for children in several languages, presided over by
a long, curving wooden librarians desk at the center, usually occupied by two childrens librarians.
The EDC consists of three islands of computers in the Fisher Center. These
islands are located on one side of the wide entryway and fenced by a wall to one
side (containing the Fisher Centers bulletin board), half-height book stacks to the
front (picture books and videos) and rear (foreign language books), and the librarians station. Each square pedestal supports four computers arranged in groups of
two, and each group of two computers has an attendant collection of three childsized chairs.4 Filtering software is not employed by the library. Two round
child-sized tables are nearby, as are two adult-sized well-cushioned chairs for larger
visitors. The space of the EDC is loosely demarcated by half-height shelving and
not closed off on any side. If the library has any visitors at all, there is always a
steady flow of people moving near and sometimes through the area (see Figure 1).
Observations were generally done from the child-sized tables in the EDC with
a laptop computer. While at the EDC, the researcher attempted to be unobtrusive,
but sat close enough to patrons to overhear conversations and to observe details of
computer use. During later sessions, non-participant observation was occasionally
interrupted for brief, open-ended interviews with children, adults, librarians, and
library volunteers. The open nature of the EDC made obtaining informed parental
consent impossible, as many children visit the library without a parent. As a compromise, printed notices informing visitors that they may be observed as part of
a research study were posted prominently. The researcher dressed professionally,
wore a library ID card at all times, and carried a clipboard when present in the
Centersimilarly equipped library staff members are a common sight there. In
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Figure 1 The Electronic Discovery Center (EDC) in the Fisher Childrens Center, San
Francisco Main Library. Two of the three islands of computers are visible. Notice that
more than one person typically uses each computer.
addition, in follow-up visits some patrons at the center who consented were photographed.
Introducing the Internet as an Object of Play
From 110 to 200 children used the EDC each day. Each child signed up for about 50
minutes on weekdays and about 30 minutes on weekends. Collaborative use of one
computer among several people is a common tactic at the EDC, so these figures
underreport use. About one child in 10 also brought along an older child (such as an
older sibling or babysitter) or adult (such as a parent or grandparent) who used the
computer with the child. On average, children probably remained in the Center for at
least one hour.5
The EDC computers were intended by the library not simply as a means to access
the Internet, but also as a vehicle to provide an extensive digital collection (City
and County of San Francisco, 1996). A large list of childrens software titles on CDROM is available from a customized menu interface that users see when they sit
down. Internet access from these computers was a single menu item out of 36 total
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items, but it was the most popular activity at the EDC, especially for older children,
and it accounts for approximately half of all computer use.6 The three most frequent
uses of the Internet at the EDC were (1) participating in text-based real-time chat,
(2) playing arcade-style games,7 and (3) playing multi-user dungeon games (MUDs/
MOOs).8 Note that playing MUDs and MOOs was not a popular activity in society
generally during the fieldwork done for this study, yet MUDs and MOOs were
regularly played as late as 2000 in the EDC. Their popularity here indicates the
degree to which users of the EDC have managed to form their own local ideas about
Internet use.
Viewing static Web pages about any topic was much less popular than any of the
three above activities encapsulated within a Web browser. When Web pages were
viewed, there often did not seem to be a goal in mind that predated the immediate
interaction with other children. While center administrators and parents often
explained the use of the center by saying that children could look up resources
on the Internet that would help them with their homework (invoking the library
metaphor), in the authors two years of fieldwork there was only one occasion in
which a child came to the EDC with a specific information need already in mind and
then looked up web pages about it. A separate quantitative analysis of Web traffic at
the EDC (see Sandvig, 2003) found that when Web pages were viewed, they were
designed to convey information about a specific topic or subject about 12% of the
time. However, watching the children use the EDC demonstrates that they use
a variety of strategies to choose which Web pages to look at, and these rarely (if
ever) resemble the transmission of information. For example, one common technique to choose Web pages is free association, where children type words like coke,
pokemon, and backstreetboys into the URL box of the browser, hoping that
something will appear. Yet, when a page does appear, the child does not pause to
read it. Instead, they free-associate another topic. Browsing itself is made into
a game where the goal is to load a variety of colorful web pages quickly. That is,
games are usually sought as the content of choice in the EDC, but even when they are
not, the Web itself is easily transformed into a game.
Children and adults carry on simultaneous, complex interactions with each other
while using the EDC. In chat and dungeon systems, they consider the EDC to be what
Goffman (1959) would call the back region relevant to the mediated interaction,
and several children participate in staging what should be done in the front region,
that is, the chat or game system, through advice, discussion, and negotiation. In this
fashion, children were typically simultaneously engaged in face-to-face interaction
with peers, parents, and library staff, while engaging in mediated interaction via
MUDs, MOOs, chat, and computer games. Even email composition is accompanied
by interpersonal interaction in the form of advice and collaboration.
Identity Play and Conversation Play at the EDC
As noted above, web-based chat and visits to MUDs/MOOs were very popular ways
to use Internet connectivity at the EDC. Children were drawn to conversations where
Journal of Computer-Mediated Communication 11 (2006) 932956 2006 International Communication Association
941
they could pretend to have other identities and interact in situations that they would
not encounter face-to-face. These acts of masquerade and identity play online were
the focus of much early research about Internet communication (e.g., Turkle, 1995)
and come as no surprise here. However, online identity play in the EDC is complicated by the motive to interact socially face-to-face with friends while interacting
socially on another level (or in another frame; see Danet, 2001) while using the
computer.
To elaborate, children from 13-14 were drawn to chat about otherwise forbidden
topics. One child repeatedly visited several chat rooms and offered (by typing) to,
give you a long, kinky massage. Despite this, they often appear unfamiliar with the
meaning of their words. Another child filled out a personal profile on Yahoo! chat,
using the menu of choices to indicate that he is an Executive in the Finance/
Banking/Insurance industry. He then visited several chat areas for his 30-minute
session, pretending to be this imaginary person. I do insurance, he typed. He
masqueraded as an adult primarily to watch other conversations without participating, except to comment on his mask. Voyeurism and role- or identity play are
common play forms among children; however, even when the purpose of Internet
use was ordinary conversation, this was managed as play.
Arguably, much of human conversation is playful in some way, yet users of the
EDC went to some effort to ensure that their conversations were playful. The Internet was used conversationally in the EDC via chat and instant messenger software.
Groups of children that know each other often sat together and, from separate
computers, accessed the same chat area. They spoke out loud to coordinate their
actions in the chat (You tell him!) and to confide insights about the other users
(Do you think hes old? I think hes old). This is again a way to increase the
complexity of a conversational situation by adding frames and complexity.
Email is often emblematic of a transmission view of communication since it
involves the delivery of information or messages. Yet even the majority of email
use was best interpreted as play. Children tended to send email to other children, and
overall composed short emails that in content were very similar to chat conversations, such as discussion of shared events that resembled communication-as-play.
The body of some email messages contained only nonsense words or gibberish,
making the game of email simply the sending and receiving of the message. The
opening of free Web-based email accounts was a favorite topic of conversation,
especially among children around 10 who usually lacked the knowledge of how to
open an account, yet desired access to the game of composing, sending, and
receiving email that the older children played. Both younger and older children
conceptualized email in this way, sometimes referring to their desire to play mail
or play email.
Producing Unusuability in a Fundamentally Social Context
As can be seen so far in this description, childrens use of the EDC at the public
library is fundamentally social, in contrast to Lees (1999) earlier findings from an
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Internet cafe. In the atmosphere of a library, most children are not shy about
mingling with strangers of similar age. Groups of children use several computers
at once and shout questions and advice to each other. Novices stand by and observe
those who are more skilled, adopting successful Internet search strategies and noting
interesting URLs (see Figure 2). Parents often accompany children into the EDC and
watch or use the computer with their child. A volunteer explains, parents and
children will come [here] together, especially with the small ones. Usually the
child will know more about these things than the parent. (This was observed to
be true in perhaps half of the parent/child pairs.)
Children will often look at the computer screen of the child next to them and ask
questions like, oh, you got that? I didnt get that, and, how did you get in there?
Children that have already had 30 minutes on the computers will linger in the EDC
to give advice to other patrons like, use bombs! and you have to use shields now
or youll die! These catcalls can be more distraction than help, but they sometimes
produce questions like, what next? Children were clearly engaged in over the
shoulder learning (Twidale, 2005) in these interactions, but the topics learned were
most often the user interface features of games.
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However, collaborations often inverted the usual idea of how people share computers. Multiple children (or children and a parent) often used one computer at the
same time. These pairs devised sharing arrangements that turn the computers user
interface into a game, such as, you use this part of the keyboard and Ill use this
part, and Ill do the mouse and you do the keys (see Figure 3). These arrangements are not about learning to use computers efficiently. Typing while sharing
a keyboard is quite difficult! But setting goals such as keyboard sharing during an
arbitrary task is a way to produce a game. This generates a large amount of discussion
between users: Go up! Go down! Dont read it ALL! recalling Careys admonition that one purpose of ritual communication is to produce interaction. In an
extreme example, a mother and child used a drawing program together by sharing
the trackball at the childs insistence. They turned the drawing program into a game
by attempting to draw a particular form (a house) while both of them simultaneously
used the device, each person with one hand overlapping the other (see Figure 4).
Drawing a house with the predefined shapes available in the drawing program is
a task that either the child or the adult could easily accomplish alone, but they chose
instead to perform this task together even though that made the task very difficult.
In instances like these, children and adults worked to produce unusability if it
seemed like it might lead to more social interaction. In this, the structures of play as
Figure 3 Two children make a game of using the computer by dividing responsibility for the
input devices: Ill do the mouse and you do the keys.
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Figure 4 A mother and daughter add a level of complexity and structure to an open-ended
drawing program by attempting to draw a house by both guiding the trackball at the same
time.
recognizable from Gadamer and Huizinga were deployed by EDC users to create
opportunities for ritual communication in which the content and the transmission
of information were not particularly relevant. The production of unusuability is
a widespread tactic used to turn the computer from a device understood instrumentally as something useful for the end of looking things up into a device useful for
creating the means of interaction toward no particular end. Tactics like the production of unusability were particularly worrisome for some adults at the EDCs who
had the transmission model in mind, as will be explained later.
Collaborative Play as a Motive for Use
Children are drawn to use public access computers that have connections to the
Internet regardless of their access to Internet connections in the home. Children
report social motives for Internet use and they enjoy coming to a public space to use
this communication technology. While it might be expected that publicly available
free computers connected to the Internet are a powerful draw for those without
access to these resources elsewhere, in fact children are drawn to the collaborative,
social atmosphere of the public access computer center regardless of their availability
at other locations. Children request to be driven to the Tenderloin (the economically
depressed neighborhood adjacent to the New Mains EDC) from the more affluent
suburbs. Thus, this setting draws patrons with no computer at home, but it also
draws those with other access. It is true that other motives exist as well, including
faster Internet connectivity at the library, more software titles to choose from at the
library, and other activities at the library that are complementary to Internet/software use.
My dad works at the Internet, a 13-year-old boy said. When asked if he has
access to the Internet at home he says yes. When asked if he comes to the EDC
Journal of Computer-Mediated Communication 11 (2006) 932956 2006 International Communication Association
945
because of the speed of the computers, he replies, no, its the other people and
stuff, (he looks around the room) you can talk to them. Its fun.
Even apparently solitary use of the EDC computers generally occurs with an
audience. In Figure 5, a child playing a game alone with headphones on completes
a level successfully, and moves her hands and body in a playful dance to celebrate,
while others look on.
Further evidence that collaborative play is the mode of use in the EDC can be
found in the amount of effort that children spend bracketing Internet use in the EDC
as different from work, school, or even other situations of Internet use elsewhere. For example, relevance to a childs school curriculum is an important consideration weighed when he or she decides what to do with the EDC computers. In
most, but not all, cases children make a clear distinction between work and leisure
time, and the time spent at the EDC is considered to be leisure. Although there are
school field trips to the EDC, the majority of traffic at the EDC occurs after school,
on weekends, and during the summer, times usually reserved for leisure.
When Ben, a 14-year-old boy, sees that the researcher is interested in what he is
doing on the Web, he confides, Im working on a Web site for my school. The
researcher mistakes his volunteered statement to refer to what he is looking at on the
Web right now, a Web site for Acura enthusiasts, and asks him what part of the Web
site he is working on right now. He is visibly surprised and immediately corrects this
misperception, speaking with exaggerated patience: Nooooo! I found out about
Web sites and stuff in a class, but I come here for . fuuun. When asked if he uses
the computers in the EDC to work on school projects, he realizes that he is not
getting his point across, and speaks very slowly to clarify this distinction: No, that is
school, I come here for fun.
Figure 5 A child successfully completes a level of a learning game and celebrates by dancing with hands and torso while others look on. She experiences this as play and ritual, while
adults tend to define this game as the transmission of important information.
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Behaving as anyone would who has been released from work during a given
time period by social convention, the children at the EDC are very careful to separate
the spheres of leisure and work as much as possible and use a variety of tactics to
protect the leisure sphere from encroachment. Chief among these is a comparison of
Web and software activities to the school curriculum they have experienced. If the
activity seems too similar, it is rejected (and frequently tarred with the epithet
learning game as in, hey, thats a learning game! spoken as criticism by observing
children).
As noted above, this is not to say that children do not learn; learning is acceptable
if it can be justified as leisure. In the minority of interactions in which a child
performs an information-seeking task on the EDC computers, it is usually justified
in this way. Over a span of two sessions at the EDC, Eric searched a variety of
educational resources on the Web and used the librarys CD-ROM encyclopedia
to find out about Honduras, from which his family immigrated. This was leisure
because he liked it, it wasnt required, and it was open-ended. Thus the use of the
EDC meets another requirement of play: It is voluntary.
Masking Learning With Ritual
The EDC allows us an opportunity to understand our interaction with the Internet as
a medium by exploring the contrast between adult and child. Because it is frequented
by young children and the adults who accompany them, the EDC represents a liminal
zone in which those who bring a strong predisposition about the purpose, use, and
meaning of the technology (the adults) attempt to negotiate a shared understanding
with those who have had no formal introduction to the technology and may have
little in the way of preexisting schema with which to understand it (the children). It is
from this confrontation that the meaning of public Internet access can be distilled.
Children realize they can leave work (or for them, school) outside the EDC because it
is defined symbolically as a place for fun by previous experience, bright colors,
loud children, and, most important, absence of the structure often associated with
time spent using a computer in a classroom or a school computer lab. Adults have
the opposite reaction to an activitys relevance to school curriculum, and are engaged
at combating the demarcation of the leisure sphere to exclude learning.
Librarians combat this distinction by attempting to label certain time periods as
work. They have set up specific times devoted to homework help and as an
incentive they provide double the amount of time normally allowed. Parents combat
this distinction by using mild deception. Parents encourage their children to visit
Web sites and use software that they recognize as educational in the hopes that the
child will not recognize that it is. One parent describes the computers at the EDC
with the following statement, intended as praise: theyre great! I dont think [my
son] really notices that they are learning games. If children persist in using the
computers in ways that are obviously not educational, some adults become very
distressed. Library staff who learned that the researcher was working on this ethnography frequently tried to break the news gently by saying with pained expressions and
Journal of Computer-Mediated Communication 11 (2006) 932956 2006 International Communication Association
947
guilty voices, they use it for games, you know. One volunteer told me in an angry
voice, the Internet, it is good for nothing. I dont show them those games, but they
find them somehow.
The tug-of-war between work and play is particularly interesting because a two
year ethnographic study like this one is certainly not required to produce the conclusion that young children play. It is self-evident that young children play, but
something about the EDC creates an environment where the opposite meaning is
the prevalent common sense. Adults are genuinely surprised that children play and
criticize their use of the EDC as an arcade. In this research project, it is tempting to
outline the ideal goals of public policy that centers like the EDC ought to produce,
then express surprise that this does not happen in reality. But the reality of the
EDC in San Francisco is one where the ideal goals for public Internet centers are
present and rehearsed in everyday interaction. Some of these derive from people who
are well acquainted with the idealized narratives of the technology. Commenting
about the childrens use of the EDC, one librarian commented to the researcher,
dont tell the funders! But even adults who likely had no familiarity with public
policies about the digital divide still had strong opinions of what the Internet connections ought to be used for.
In the EDC, children valued communication that they saw as ritual (play), while
adults valued communication that they could justify as transmission (learning). A
learning game succeeds in the EDC to the extent that it deceives the child into
experiencing it as ritual communication while simultaneously presenting enough
clues for the adult to understand it as the transmission of valuable information.
Transmission must be masked as ritual through the introduction of rules and the
freedom to choose some paths within them. The valence of the most common uses of
the network as perceived by both children and adults is summarized in Table 1.
Many items in this table are self-explanatory, but of note are the activities
characterized by adults as negative: overplaying and circular interactivity. As
Adult
948
Valence
Positive
Negative
exploration
novelty
interactivity
unpredictability
collaboration
relevance to school
exploration of knowledge
predictability
solitary work
relevance to school
difficulty
overplaying
exploration of culture
circular interactivity
949
This article presented details from an ethnography of a free public Internet center. It
set out to investigate how children use the Internet when it is given to them in public
places, especially near an economically disadvantaged area where few other avenues
to access the Internet were available. Ethnography revealed a number of interesting
features of childrens Internet use. First, the public Internet studied here was fundamentally social and collaborative, in contrast to adult use at paid Internet cafes
studied in other research. Even apparently solitary activities in the EDC had a performative dimension (recall Figure 5). The most common applications used by
children were gaming and chat, but activities that were not labeled as games were
transformed into games.
In other research, a reasonable way to answer the question what do children do
with public Internet connections? has been to examine what Web pages the children
chose to look at, as was done in another study of this center (Sandvig, 2003).
However, this ethnography demonstrated the problems with that approach. Children were often indifferent to the content of communications, and turned the user
interfaces and applications themselves into interactive games by inventing new rules
about how computers ought to be used. While Web page choices by children werent
random, Web pages were not used to retrieve and learn the information they contained. Children transformed serious activities like reading Web pages into play by
free-associating search terms and then not reading the results, playing email to
send Web-based emails without any content in the body of the messages, and producing unusability by sharing user interfaces in ways that make them dramatically
less efficient (recall Figures 3 and 4). While this well-equipped computer center
served children from the poor neighborhood nearby, it also drew affluent children
to visit the neighborhood for the purpose of using the computers, resulting in
a diverse mixing of race, class, and skill demographics that could be seen as a prosocial feature of the program (recall Figure 2).
The Persistence of an Ideal Internet Use in Local Internet Culture
Perhaps the most significant finding of this study is the degree to which the computer
center itself became a discussion area for competing meanings of Internet use, as
evinced by Table 1. Previous scholarship has presented the political and social
rationales for subsidized Internet access as standing apart from and in opposition
to actual Internet use. This is fair to a point, but in this study, the users of the EDC
were well aware of what they should be doing online, and adults rehearsed the
rationales of telecommunications access subsidy every day when trying to control
their children. It is easy to acknowledge that policy statements about topics like the
digital divide present idealized, unrealistic scenarios. In the rhetorical frame of
public policy, this computer center should be full of nine-year-olds using tax-subsidized Internet connections to somehow transform themselves into white collar,
information-age workers. In policy, the route to this transformation is admittedly
950
unclear. Yet, these idealized narratives of the Internet do not sit apart from actual
use. Instead, the Internet was a loaded object discussed with terms like ought and
should. The transmission narrative was so persuasive that a certain kind of progress-oriented, information-seeking Internet use was thought by adults to be the
correct kind of Internet use. Outside the EDC, it is obvious that children play, but
inside the EDC childs play is cause for surprise and alarm. Childs play was thus
denaturalized when brought into the setting of public Internet use. Any particular
Internet use was seen as a success if it could pass as ritual (and play) to children while
passing as transmission (and learning) for the adults. Which audience was the one
being fooled by this passing is an open question.
The Relevance of Play Theory to the Study of Communication
An explanation for this struggle over the meaning of Internet use was found in
Careys (1989) distinction of the privileging of communication as transmission as
opposed to communication as ritual. Carey called for more studies of communication as culture and ritual. While ritual communication has motivated a wide body of
research in communication (e.g., see Hughes-Freeland, 1998), Careys initial distinction between transmission and ritual only suggested broad avenues toward which
scholars might turn for a further theoretical apparatus. Play theory may be of help
here. Play as an academic concept is now entering a moment of new popularity
among some communication scholars (see Glasser, 2000; Myers, 2006). This study
asserts that play theory adapted from Huizinga (1950) and Gadamer (1989) is a useful theoretic approach to apply to Careys conception of ritual communication, as
the communicative behavior found here in the EDC enacts their characterization of
play as a mode, explaining the motivations of children that would otherwise seem
opaque or absent (as in, children just like to play).
More specifically, play may be a useful way to consider Internet communication, even beyond children. Miller and Slater (2000) have said that the Internet is
embedded in particularistic local cultures and should not be considered independently of local social relations. Wakeford (2003) noted that Internet cafes are local
achievements that produce particularistic spaces, cultures, and norms that surround
and encompass Internet access. With this in mind, the findings of this study
should not imply that all children play the specific games of the EDC or that childrens public Internet use uniformly matches the definitions of play theorists introduced here. Still, it is striking that the features of play theory were so widespread in
the EDC, but that this way of conceptualizing childrens Internet use is usually
unacknowledged in the scholarly literature on Internet communication, with a few
exceptions (including Danet, 2001). In addition, while adult activities are rarely
named using the derogatory term play, it is seems likely that communication
behavior among adults could be just as playful if researchers paused to look. This
understanding of media use has already been explored for older media forms (such as
television) by other scholars (e.g., Stephenson, 1964, 1967; Sutton-Smith, 1997,
pp. 144-147).
Journal of Computer-Mediated Communication 11 (2006) 932956 2006 International Communication Association
951
While communicative play may not be formal or explicit, the data given here
indicate that a large percentage of computer and Internet use by children at public
centers takes the form of play. While this study focused on children playing with new
communication technologies, an interesting question for further research would be
the application of play theory to adults. That children play is no surprise, except to
those convinced by the value of the transmission model of Internet communication.
Public policy and some scholarship will continue to ignore or deride Internet use it if
it is characterized in playful terms. To conclude, in recognizing the primacy of
productivity narratives and in finding resistance to them, in joining theories of play
and Careys distinction of ritual vs. transmission in communication, and in applying
Gadamer and Huizingas theories of play, we embrace a powerful analytic describing
a broad sweep of human activity, as has been seen in the small crucible of the EDC.
Acknowledgments
The author would like to thank the staff and patrons of the San Francisco Public
Library System for their assistance in this research project. Additionally, Emily
Murase, Theodore L. Glasser, Franc
xois Bar, Robert E. McGinn, Byron Reeves, and
the anonymous reviewers provided very valuable comments on this article. An earlier
version of this article was presented to the 2000 annual meeting of the International
Communication Association, and a small portion of this material was presented with
Emily Murase and Sybil Boutilier in Strategies for Promoting Access to the Internet
Among Children and Youth: A Case Study of the San Francisco Public Librarys
Electronic Library Project at the 1999 annual summit of the Internet Society. This
material is based on work supported by the National Science Foundation under
Grant No. REC 9603344.
Notes
1
2
3
4
Lee asserted that public internet use.[can be] an atomized and profoundly uncollective
experience (Lee, 1999, p. 346).
Data were mainly collected from the Fisher Center in the San Francisco Main Library, but
also at the Chinatown Branch (1 session), and at the Mission Branch (1 session).
As school was in session during this period, no sessions were scheduled for weekday
mornings.
When ordering chairs for the center, library planners toured another nearby computer
center at the San Francisco Exploratorium (a hands-on museum of science and art) and
noticed that groups of children tended to cluster around the few available computers.
Anticipating this demand, they placed three chairs in front of every two computers at the
EDC (Boutilier, personal communication).
Although children waiting for a computer are not required to remain in the Center, they
overwhelmingly do so. In addition, the majority do not visit other areas of the Center
while waiting (e.g., to read books), but wait in the EDC itself, interacting with other
computer users.
953
6
7
8
9
Younger children may not be able to operate the menu system at all, and are often put in
front of a software title chosen by a parent, librarian, or volunteer.
These are often remarkably simple. One favorite is a version of Pong written in Java that
runs within the Web browser and is free. Several other older action games are also
popular, including space Invaders.
MUD may stand for Multi-User Dungeon or Multi-User Domain. MOO stands for MUD,
Object-Oriented.
A similar childcare purpose was found in a study of an expensive, high-status public
Internet access center in Trinidad (Miller & Slater, 2000).
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