Everyday Creativity: Consumption, Participation, Production, and Communication by Teenagers in The Netherlands

This research aims to advance our knowledge of the positive aspects of Internet use by investigating how Dutch teenagers (11–17 years) utilize its opportunities. We organized ten focus groups in secondary schools to study the online activities of this group and their motivations for being active online. Uses and gratifications theorizing was used to acquire an understanding of the teenagers' perspectives on the needs that may be met by these activities. The results revealed that most time was spent on somewhat passively consuming online content, although many were also busy communicating, which implied a more active form of engagement. A small group reported a high level of activity. The findings confirmed that everyday creativity is quite common in teenagers. They also suggested that this group's social needs and requirement to express and enjoy themselves were gratified. The article ends with a reflection on the focus group methodology and directions for future research.

[1]  Dan Perkel LETRAMENTO DO COPIAR E COLAR? PRÁTICAS DE LETRAMENTO NA PRODUÇÃO DE UM PERFIL MYSPACE * ** COPY AND PASTE LITERACY? LITERACY PRACTICES IN THE PRODUCTION OF A MYSPACE PROFILE , 2010 .

[2]  Mizuko Ito,et al.  Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media , 2009 .

[3]  Philipp Alexander Freund,et al.  “The (Real) World is not Enough:” Motivational Drivers and User Behavior in Virtual Worlds , 2012 .

[4]  Janet Mancini Billson,et al.  Focus Groups: A Practical Guide for Applied Research , 1989 .

[5]  David Gauntlett,et al.  Making is connecting: the social meaning of creativity from DIY and knitting to YouTube and Web 2.0 , 2011 .

[6]  Thomas E. Ruggiero Uses and Gratifications Theory in the 21st Century , 2000 .

[7]  Anabel Quan-Haase,et al.  Uses and Gratifications of Social Media: A Comparison of Facebook and Instant Messaging , 2010 .

[8]  Peter Lunt,et al.  Rethinking the focus group in media and communications research , 1996 .

[9]  John Raacke,et al.  MySpace and Facebook: Applying the Uses and Gratifications Theory to Exploring Friend-Networking Sites , 2008, Cyberpsychology Behav. Soc. Netw..

[10]  Urs Gasser,et al.  Youth and Digital Media: From Credibility to Information Quality , 2012 .

[11]  Richard A. Krueger,et al.  Focus groups : a practical guide for applied research / by Richard A. Krueger , 1989 .

[12]  Lieven De Marez,et al.  Gratifications and Seeding Behavior of Online Adolescents , 2009, J. Comput. Mediat. Commun..

[13]  Leslie Haddon,et al.  Comparing children’s online opportunities and risks across Europe: cross-national comparisons for EU Kids Online , 2008 .

[14]  A.A.J. van den Beemt,et al.  Interactive media practices of young people: origins, backgrounds, motives and patterns , 2010 .

[15]  Amanda A. Madden Teen Content Creators and Consumers , 2005 .

[16]  Sonia Livingstone,et al.  Gradations in digital inclusion: children, young people and the digital divide , 2007, New Media Soc..

[17]  L. Haddon,et al.  EU Kids Online III: a thematic network to stimulate and coordinate investigation into the use of new media by children (final annual report) , 2014 .

[18]  J. Rowley,et al.  Young people's use of online social networking sites – a uses and gratifications perspective , 2010 .

[19]  N. Hoffart Basics of Qualitative Research: Techniques and Procedures for Developing Grounded Theory , 2000 .

[20]  J. Blumler The Role of Theory in Uses and Gratifications Studies , 1979 .

[21]  Cliff Lampe,et al.  Facebook as a toolkit: A uses and gratification approach to unbundling feature use , 2011, Comput. Hum. Behav..

[22]  Laura Beals,et al.  a developmental Lens for designing Virtual Worlds for Children and Youth , 2009 .

[23]  Ana Delicado,et al.  Children and digital diversity: From ‘unguided rookies’ to ‘self-reliant cybernauts’ , 2012 .

[24]  John Holmes,et al.  Cyberkids or divided generations? Characterising young people’s internet use in the UK with generic, continuum or typological models , 2011, New Media Soc..

[25]  A. Rubin The uses-and-gratifications perspective of media effects. , 2002 .

[26]  T. Daugherty,et al.  Exploring Consumer Motivations for Creating User-Generated Content , 2008 .

[27]  Guda van Noort,et al.  The effects of interactive brand placements in online games on children's cognitive, affective, and conative brand responses , 2010, Comput. Hum. Behav..

[28]  Teresa Correa,et al.  The Participation Divide Among "Online Experts": Experience, Skills and Psychological Factors as Predictors of College Students' Web Content Creation , 2010, J. Comput. Mediat. Commun..

[29]  V. Rideout,et al.  Generation M2: Media in the Lives of 8- to 18-Year-Olds , 2010 .

[30]  S. Stern Producing Sites , Exploring Identities : Youth Online Authorship , 2008 .

[31]  A. Rubin,et al.  Predictors of Internet Use , 2000 .

[32]  Keri Facer,et al.  After the moral panic? Reframing the debate about child safety online , 2012 .

[33]  Guosong Shao,et al.  Understanding the appeal of user-generated media: a uses and gratification perspective , 2009, Internet Res..

[34]  Media Education For the 21st Century , 2017 .

[35]  N. Leech,et al.  A Qualitative Framework for Collecting and Analyzing Data in Focus Group Research , 2009 .