1. YOUTH AND RISK-TAKING
The journalistic treatment of youth "dangerous games"
Paola Panarese – Sevilla, April 30th 2019
2. WHAT
SHALL WE
DO TODAY?
Reflection on the relationship between young people
and risk, its journalistic representation and the way in
which an inquiry into “dangerous youth games” could
be made
3.
4. YOUTH
AND RISK
• Adolescence as a
phase of life
“naturally” linked to
risk-taking
• Main causes of
mortality or juvenile
morbidity in
preventable behaviors
• Great space of the
young-risk binomial in
the media
representation
5. WHAT ARE
DANGEROUS
GAMES?
Risk behaviors characterized by apparent novelty,
by the transgression of consolidated social rules,
by the search for the overcoming of physical, legal
or moral obstacles, and by a performative
dimension
19. DANGEROUS GAMES
§ Complex matter
§ Recent literature
§ Ethical issues
§ Alarming and distorted journalistic
representation
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32. BLUE WHALE
Italy ranks second in the world for online
searches with keywords like
"BlueWhale", "Bluewhalegame",
"curatorfindme" or "I’mwhale" (17.7% after
the United States with 18%)
33. BLUE WHALE
27% of those using the analyzed
keywords are 17 or younger, but 67%
are over 35 years old.
47. EYEBALLING
§ Spread in May 2010, a8er a news
report from the London Daily
Mail.
§ Skillfulness of Las Vegas nightclub
waitresses performed for their
customers
§ Film Kevin And Perry go large
(2000)
48. CHOKING GAME
§ Centenary tradition
§ Auto-eroticism since the 18th
century
§ Widespread practice among
young Native Americans and in
the Eskimo tribes
49. CAR SURFING
§ Name born in the Eighties
§ Ancient tradition linked to the
relationship between young
people, cars and the media (Rebel
Without a Cause, 1955, Teen wolf, 1985;
Grindhouse, 2007; Grand Theft Auto)
50.
51. GHOST RIDING
§ Name coined by Mac Dre.
§ In 2006, a video clip of E-40 menCons
the sentence ghost riding the whip
67. RESEARCH
§ Analysis of knowledge and
practice of extreme
entertainment
§ Questionnaires to 1175 students
of 15 High Schools in Rome
68. § Dangerous games are played by a minority of
young people (reckless: 13%), but known to
most (cau>ous: over 60%)
§ They are perceived as forms of
entertainment.
§ Compared to those watching TV, those who
play videogames have a risk appe>te higher
than 6.62 >mes, those who go to the disco of
3.29 >mes, those who prac>ce sports of 1.72
>mes
RESEARCH
69. § Greater risk appe+te for male
older boys, with high family
capital
§ The internet as a space for
informa+on and sharing
§ Rela+onship and social
dimension
RESEARCH
70. § What (not) to say?
§ How to ask questions?
§ How to call these “games”?
PROBLEMS