Ethnographic Paper

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Ethnographic Paper

Ethnographic Paper

Introduction

Online communication and digital media are becoming persuasive and winning fabrics of the everyday lives of youth around the world. Games, video-sharing, social networking sites, accessories such as iPhones, iPods, and mobile phones are well-established platforms for youth culture. These were barely recognized or present in the years ahead which is hard to believe. The knowledge, identity, and credentials of youth are rotating in the engaged negotiations as a autonomy of their predecessors. The natural context of communication, self expression, and friendship are reconfigured through the exposure of social media platforms in our daily lives. The goal of this ethnographic paper is to analyze the steady evolution of resilient social structural conditions and cultural fabrication that is inhibiting through diverse ways in our lives.

It is necessary to understand the the meaningful nature of technology and media through the usage of ethnographic paper. These are the embodiments of our wider relationships that impact as an external force through cultural or social context. The outcomes of this paper involve the strength of the approach that enables us to surface out the empirical literature of the information. Gaining autonomy from parents, stimulating analytic hypotheses, negotiating social status among friends, and acquiring knowledge seeking dominance over Internet are externalities of this research (Vlieghe, 2011). The former part is more important than only identifying the content of learned media in these things.

Observational Study

Observation # 01: Video Games

The random assigning of children to play either the nonviolent or violent video games will provide an aggressive opportunity for most of the ethnographic studies. Increasing amount of time duration for video game is also an evident observation of this study. Another observation is that there is high degree of violence in the video games (Anderson, 2003, pp. 83). Children are active participants rather than observers in this research of playing video games. Hitting, pinching, shoving, pulling at hair or clothes, and kicking are included in the assessment of physical aggression. The investigation of TV and violence of movie are also included in this part of experiment.

Observation # 02: Internet Participation

The exposure of media violence and its application of Internet media includes in the artifacts that media impacts youth differently. This is the basic theory and observational principle to understand this study. Web material may tend to violate the video games, music videos, and interactive media of film clips. There is no significant reason that dissemination ...
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