Category Archives: young adults

Great NYT Op-Ed on stalling youth opportunity by Jen Silva (UPDATED 7/2013)

Flickr/nfscnnr

Flickr/nfscnnr

One of our post-doctoral researchers, Jen Silva, has a very interesting op-Ed in Sunday’s New York Times that comes out of her research talking to young people in Lowell, MA and Richmond, VA about the challenges for working-class youth today.

Snippet:

In a working-class neighborhood in Lowell, Mass., in early 2009, I sat across the table from Diana, then 24, in the kitchen of her mother’€™s house. Diana had planned to graduate from college, marry, buy a home in the suburbs and have kids, a dog and a cat by the time she was 30. But she had recently dropped out of a nearby private university after two years of study and with nearly $80,000 in student loans. Now she worked at Dunkin’€™ Donuts.

‘€œWith college,’€ she explained, ‘€œI would have had to wait five years to get a degree, and once I get that, who knows if I will be working and if I would find something I wanted to do. I don’€™t want to be a cop or anything. I don’€™t know what to do with it. My manager says some people are born to make coffee, and I guess I was born to make coffee.’€

Young working-class men and women like Diana are trying to figure out what it means to be an adult in a world of disappearing jobs, soaring education costs and shrinking social support networks. Today, only 20 percent of men and women between 18 and 29 are married. They live at home longer, spend more years in college, change jobs more frequently and start families later.

For more affluent young adults, this may look a lot like freedom. But for the hundred-some working-class 20- and 30-somethings I interviewed between 2008 and 2010 in Lowell and Richmond, Va., at gas stations, fast-food chains, community colleges and temp agencies, the view is very different.

Lowell and Richmond embody many of the structural forces, like deindustrialization and declining blue-collar jobs, that frame working-class young people’€™s attempts to come of age in America today. The economic hardships of these men and women, both white and black, have been well documented. But often overlooked are what the sociologists Richard Sennett and Jonathan Cobb in 1972 called their ‘€œhidden injuries’€ -€” the difficult-to-measure social costs borne by working-class youths as they struggle to forge stable and meaningful adult lives.

The stories of young people growing up today from different walks of life will figure prominent in our forthcoming book on the growing youth opportunity gap in the US.

For those anxious to get their fix now of these stories, read Jen Silva’s book, “Coming Up Short: Working-Class Adulthood in an Age of Uncertainty(Oxford University Press, 2013).

See also Jen’s piece in Salon re decline of working-class marriages with interesting snippets from her interviews.

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State of economy for less-educated young people compounds growing Opportunity Gap

Pell City 2007 HS graduation; Flick/kwsanders

Pell City 2007 HS graduation; Flick/kwsanders

While parts of the economy have rebounded since the Great Recession of 2008, the effects have been much worse for the poor, and especially the less-educated young Americans, and those not fortunate enough to graduate from college.

Since 2008, the housing market has started to bounce back.

The stock market, for those fortunate enough to have net savings rather than a negative net worth has more than recovered its recessionary losses (pictured is the S&P500 index).

Recovery in S&P500 since 2009 recession

The economy has created 6.15 million jobs from March 2010 through April 2013 (based on provisional numbers for March/April 2013), enough to lower unemployment but only through many people giving up on finding jobs.  The  percentage of Americans employed in the population hasn’t budged over the last 3.5 years and remains fixed at between 58% and 59%. Larry Summers thinks that the numbers of long-term unemployed is the biggest problem facing this country and is at historically unprecedented in the period since the Great Recession of the 1920s and 1930s.

Put this together with the data that David Leonardt released (“The Idled Young Americans“) showing that the impact has disproportionately fallen on young folks.  Moreover, levels of employment among 16-24 year olds, even as recent as May 2013 remain stubbornly at 45%, at levels not seen in the US since the early 1960s.

Our own research on the fact that children born to less educated families are facing a growing opportunity gap.  American young adults from the bottom socioeconomic quarter are graduating from high school or dropping out with less of the hard academic skills or soft non-cognitive skills necessary for life success.  [We find significantly growing gaps between children from the top third or quarter of socioeconomic families and the bottom third or quarter on measures as diverse as involvement in extra-curriculars, involvement in sports, K-12 test scores, obesity, social trust, involvement with religion, social connectedness, volunteering, college attendance, and college completion.]

And the intersection of these two trends — consequences of the current lackluster economy being borne by the young adults and the growing opportunity gap — means that these gaps are borne disproportionately by less educated young adults.

For example, if one looks at employment to population ratios for 25-34 year olds in 2012, it was only 69.8% for those with a high-school degree (but no college), whereas it was 84.4% for those with 4-year college degrees or more.  Another way of putting this is that only 16% of college-educated 25-34 year olds were out of the labor market versus 30% of those with only a high school degree.

And if that were not enough, there is growing body of literature suggesting that experiences of unemployment or involuntarily being terminated from jobs create long-term scarring effects both on the lifetime earnings of these young people, but also their civic and social connectedness throughout their lives.  [See for example Davis/von Wachter or Gregg/Tominey or Brand/Burgard.]

[There is also unpublished data on this scarring effect in: Laurence, James, and Chaeyoon Lim. “The Long-Term and Deepening Scars of Job  Displacement on Civic Participation over the Life-course: A Cross-National Comparative  Study between the UK and the US.”]

We are brewing a recipe for long-term adverse consequences for these young Americans, especially the less educated ones, and our government ought to be POUND-wise, even if it is “PENNY-foolish” in the eyes of others and invest in jobs for these young 16-25 year olds to avoid the much longer long-term adverse effects.

Social capital can alleviate youthful stressors that predict poor adult health

Flickr/meganskelly

Just finished a very interesting New Yorker article entitled “The Poverty Clinic” by Paul Tough that focuses on Nadine Burke who runs a San Francisco-based low-income health clinic and her conviction, supported by various studies, that youth trauma scars young people’s health for life.

They cite the ACE (Adverse Childhood Experiences) study of 1998 that showed that adults’ retrospective childhood ACE memories were a strong predictor of all kinds of negative adult health outcomes and this exhibited a dose-response linearity — i.e., exposure to more categories of childhood adversity meant both greater likelihood of negative adolescent outcomes (depression, suicide, binge drinking, etc.) and greater likelihood of poor adult health outcomes.

These ACEs measure youth stress in four areas: 1) physical; 2) sexual; 3) psychological; 4) substance abuse; 5) mental illness; and 6) criminal activity.  Actual list of items appended to this post.

While it is possible that these retrospective memories are flawed (i.e., sick adults are more likely to recall childhood stresses), a basically prospective New Zealand Dunedin study is finding the same thing for early trauma.  And Bruce McEwen (Rockefeller Univ.) and Frances Champagne (Columbia Univ.) have shown that “repeated, full-scale activation of this stress system, especially in early childhood…actually alerts the chemistry of DNA in the brain, through a process called methylation….This process disables these genes [methyl groups], preventing the brain from properly regulating its response to stress.”  Even a decade or more after the stress, these teenagers find it harder to sit still, exhibit higher rates of aggression, show weaker brain function, and can’t as adequately distinguish between real and imaginary threats.

While some doctors are looking at whether drugs (psychopharmacology) could have an impact, social capital can often overcome these stressors.

“Other researchers have produced evidence that they can mend children’s overtaxed stress-response systems by changing the behavior of their parents or caregivers.  A study in Oregon drew this conclusion after assessing a program that encouraged foster parents to be more responsive to the emotional cues of the children in their care.  Another study, in Delaware, tracked a program that promoted secure emotional attachment between children and their foster parents.  In each study, researchers measured, at various points in the day, the children’s level of cortisol, the main stress hormone, and then compared these cortisol patterns with those of a control group of foster kids whose parents weren’t in the program.  In both studies, the children whose foster parents received the intervention subsequently showed cortisol patterns that echoed those of children brought up in stable homes.

“In terms of helping older children and adolescents who have experienced early trauma, the research is less solid.  There is evidence that certain psychological regimens, especially cognitive-behavioral therapy, can reduce anxiety and depression in patients who are suffering from the stress of early trauma.  But, beyond that, little is known…”

Kaiser Permanente started asking about these stressors on intake questionnaires, since the were markers of health problems in the same way as say high cholesterol was.  The article points out that eliminating the negative effects of four ACEs would lower the risk of heart attacks as much as lowering cholesterol below the warning threshold.

With regard to work we are currently doing on a growing social class gap among adolescent youth, it is possible that methylation and ACEs might help explain lingering and persistent growing social class gaps that we see among high schoolers over the last several decades.

Read “The Poverty Clinic” (New Yorker, March 21, 2011)

See earlier post “Doctors Prescribing Social Capital

See early article on Childhood stressors and adult health: Felitti VJ, Anda RF, Nordenberg D, Williamson DF, Spitz AM, Edwards V, Koss MP, et al JS. The relationship of adult health status to childhood abuse and household dysfunction. American Journal of Preventive Medicine. 1998;14:245-258.

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Specifically ACE questionnaire asks whether:  parent or other adult in household (HH) often or very often swore at you, insulted you or put you down; often or very often acted in way that made you afraid that you would be physically hurt;  often or very often pushed, grabbed, shoved, or slapped you; often or very often hit you so hard that you had marks or were injured; person five+ years older than you ever touched or fondled you in a sexual way; had you touch their body in a sexual way; attempted oral, anal, or vaginal intercourse with you; actually had oral, anal, or vaginal intercourse with you; whether you lived with anyone who was a problem drinker or alcoholic; lived with anyone who used street drugs; whether anyone in HH was depressed or mentally ill; whether HH member attempted suicide; whether your mother was treated violently ; whether your mother or stepmother was sometimes, often, or very often pushed, grabbed, slapped, or had something thrown at her; whether mother/stepmother was sometimes, often, or very often kicked, bitten, hit with a fist, or hit with something hard; whether mother/stepmother was ever repeatedly hit over at least a few minutes; whether mother/stepmother was ever threatened with, or hurt by, a knife or gun; whether HH member ever went to prison.

Designing games to save the world

WoW game screenshot - Flickr photo by wynter

Jane McGonigal, director of game research and development at the Institute for the Future, notes that the amount of time that young people spend gaming is already large and predicted to become extraordinary.  500 million people (mainly youth) worldwide spend more time gaming than in school and this number is projected to grow to 1.5 billion in a decade.  These 500 million noticeably already game enough to make them experts by age 21, according to Gladwell’s Outliers book that focuses on the importance of accumulating 10,000 hours to become a virtuoso.

So rather than wag our fingers at gamers, we should recognize what is great about game playing and why they do it, and then try to channel these skills and energy into saving the world.

Why they do it?

McGonigal cites an economist’s belief that youth are making rational choices to spend more time in virtual worlds since they are better than the real world.  She notes that there is no unemployment in World of Warcraft and hundreds of thousands of potential collaborators.  Youth can at any time participate in a mission that is constantly at the verge of what they can accomplish and be part of an inspiring story.  They get Plus-1 intelligence and Plus-1 feedback on their quests.

What do youth get extremely good at through video games:

1) expressing urgent optimism

2) forming a tight social fabric.  McGonigal believes that it takes a lot of trust to play games with people (since others stay in the games until they end, play by the rules, etc.)  [I’m not sure how solid this basis of evidence is, although McGonigal has interesting anecdotes and alludes to research, of which I’m unsure how scientific it is.]

3) gamers are in such blissful productivity that they are happier working hard than relaxing.

4) gamers take on an adventure with epic meaning.  [She notes that the second biggest wiki in the world after Wikipedia is the World of Warcraft wiki with almost 80,000 articles, which 5 million people access monthly.]

What is great about it?

“Games make it easy to build stronger social bonds with our friends and family. Studies show that we like and trust someone better after we play a game with them — even if they beat us. And we’re more likely to help someone in real life after we’ve helped them in an online game. It’s no wonder that 40% of all user time on Facebook is spent playing social games. They’re a fast and reliable way to strengthen our connection with people we care about.” [note: not sure what studies she is referring to, although apparently in some of her own games she has clearly observed such behavior.  McGonigal has said elsewhere that “Thirty minutes of playing a co-op game changes for an entire week how cooperative we are in real life….Just ninety seconds of playing with an avatar can change your odds for success in a real-world situation for 24 hours….The science shows that it doesn’t matter where you get your positive emotions; if you feel a positive emotion it has the same impact on your health and happiness regardless of where it comes from.”] From “REVIEW — Be a Gamer, Save the World — Videogames make players feel like their best selves; Why not give them real problems to solve?” By Jane McGonigal (Wall St. Journal, January 22, 2011, p. C3)  [essay is adapted from “Reality Is Broken” by Jane McGonigal, Penguin Press, 2011. ]

Elsewhere McGonigal notes generally that “Studies [again not sure what studies she is referring to] show that cooperative gameplay lifts our mood longer, and strengthens our friendships more, than competing against each other.”  McGonigal also states “research shows that social ties are strengthened much more when we play games in the same room than when we play games together online.”

How to use it to save the world?

The key is to harness all the positive parts of gaming – concentration, motivation, hard work, inspiration — for positive ends. The challenge is not to ignore games but design games that make the real world as exciting as games and in the process give us knowledge and skills useful to solving real world problems.  She says that maybe we should spur developers by offering a “Nobel”-like Prize to the best invention of a game each year that helps solve a really important social problem.

Superpowers add up to superempowered, hopeful individuals.    The challenge is to convince gamers that they are also empowered to change the real world.  We need to make people’s rewards, feedback, motivation be as high in the real world.  We have to make the real world more like a game.

One reviewer skeptical of games (Catherine DeLange) noted that games are everywhere in our life and can be a force for good; “Before writing this review, for example, I went for a run. I was tired and felt like giving up after 30 minutes, but stuck it out for 45. Why? Because I knew when I got home I’d be docking my iPod with my computer and logging my run on a website called Nike Plus. The site not only tracks my progress and records my mood, but also lets me “level up” the more I run. Since I joined up, I’ve run 858 kilometres, so I’m classed as a green runner. When I hit 1000 km I’ll move up to blue, hopefully ahead of my running buddies who joined up with me. I know every extra step I run will get me further in this game.”

McGonigal has tried at least 6 games (World Without Oil; Superstruct; Evoke;  Cruel 2 b Kind;  Chorewars and Jane the Concussion Slayer — the latter to deal with a brain concussion from which she was recuperating).

She also recommends games that others have created.  The Extraordinaries provides players with a mission and instructions on how to solve it; the mission is tailored to the needs of a non-profit and the public like tracking and photographing life-saving defibrillators’ location.  The information is then uploaded to a First Aid Corps database, that tracks the location of publicly accessible defibrillators world-wide, in order to be available to help save lives.  Elude is a game to help caregivers understand what depression feels like: players complete the various game levels twice, the second made significantly harder to mirror the difficulties of achieving tasks while depressed.

1) World Without Oil: piloted in 2007 with 17,000 players.  Gamers are forced to challenge themselves to survive in a world without oil.  McGonigal claims that most players are actively continuing many of the oil-free skills they learned or invented in the game.

2) Superstruct: a supercomputer has determined that world is coming to an end and players have to invent the future of energy, future of food, health, security, social safety net.    8,000 gamers played for 8 weeks and came up with 500 out-of-the-box solutions to these problems.

3) Evoke with World Bank Institute (March 2010).  WBI invited folks in sub-Saharan Africa and in the developing world to partner together and test and develop their social entrepreneurship skills. Over 10 weeks, the gamers worked on 10 missions  addressing  issues like poverty, hunger, sustainable energy, water security, conflict, disaster relief, health care, education, and human rights. The stories were told in a graphic novel, that demanded local insight, sustainability, vision, and resourcefulness. WBI succeeded in attracting just under 20,000 young participants from over 130 countries. The collaboration among Evoke gamers in only 10 weeks led to more than 50 social enterprises being launched. “One example is this great project called Libraries Across Africa. The idea is basically a McDonalds of libraries that has money-making ventures (food, phone service) surrounding the library to make it self-supporting.

While McGonigal’s framing seems a bit pollyannish, for sure we should make lemonade of video games, even if we view them as lemons.  She notes that gamers are now gaming to escape from the real world. She observes that Herodotus said dice games were invented to distract Libyans from their famine; Libyans survived for 18 years, by eating one day and fasting the next all while distracted from their hunger by game playing.  Herodotus ultimately realized the famine was not ending so he directed the Libyans to play a final dice game and the winners were sent on an epic adventure to find a new place to live.  She notes that there is some genetic evidence that this is true: Etruscans appear to have left Libya to found Roman empire around this time.  McGonigal hopes and believes that we can empower young people to make an optimistic future come to pass.

See also earlier post on “Social Capital Games” where we discussed two of McGonigal’s efforts “Cruel 2 b kind” and “Chorewars.”

See also Gaming can make the world a better place (Jane McGonigal TED 2010 talk).

2010 voter turnout up, but not for youth and blacks (UPDATED)

Flickr photo by Dean Terry

Preliminary evidence suggests that voting turnout among all Americans was up in the November 2010 election.  Compared with the last non-presidential election (2006), both voting turnout experts (Curtis Gans and Michael McDonald) agree that turnout among eligible voters rose 1.1-1.2 percentage points (based on preliminary estimates that will obviously change as all ballots are counted and certified). Regardless of whether one likes the outcome in 2010, it is civic good news that more Americans got involved.

Preliminary evidence suggests electoral turnout rose in at least nine states, and significantly in Texas, Florida and Minnesota.  Ohio and Pennsylvania, among other states, seems to have experienced a turnout decline.  [Curtis Gans projects voting turnout at 42 percent of registered voters; Michael McDonald believes that 41.5% of voting-eligible Americans turned out to vote.]  Note: McDonald has now lowered his turnout estimate 1.2 percentage points to 40.3% (VEP Highest Office Turnout, as of 11/8/10).

But the bad news is what voices are being heard or not heard. Voting turnout rates were down among young voters (18-29) and blacks made up a lower percentage of voters in 2010 than in 2008 when Obama’s candidacy excited African-Americans to vote.  For example, blacks made up 12% of voters in 2008 and appeared to make up just 10% of voters in 2010 (based on exit polls).  This drop, if it holds up in more authoritative numbers like the Current Population Survey would  negate this encouraging finding reported in 2008 that the black-white voting gap had disappeared.    [Exit polls suggest that Hispanics maintained their share of the electorate, rising from 7% in 2008 to 8% in 2010, although one would have to compare this rise against their expanding voting-eligible numbers to truly understand whether their political voice was diluted, and if so, how much.]  It wasn’t a simple story of the richest folks’ accounting for more of the votes, since those earning $100,000 or more accounted for 26% of the votes in both 2008 and 2010, but due to the elimination of restrictions on corporate campaign contributions in the wake of the 2010 Citizens United case, the wealthy disproportionately had chances to influence election outcomes even before voters got to their polling places.

[For information on 2008 turnout, click here.]