Our studies of GoodWork in the Arts aimed to understand the beliefs and values essential to
individuals in the domains of Theater, Jazz Music, and Dance.  More specifically, this research
explored how these artists’ values are challenged by the contemporary climate; how the goals
of the respective domains and the personal goals of the artists intersect; how the artists
navigate the obstacles they encounter; what sustains their commitment to work; perceptions
of changes underway in the their domains; the implications of changes for the future health
of their domains.  We also studied the role of contemplation among jazz musicians,
as well as the role of mentoring among dancers.


Theater

  • Veteran Theater study (2001-2002): Interviews were conducted with 35 individuals
    between the ages of 35 to 80, including 17 artistic directors, 3 producers, 8 actors,
    and 7 playwrights.

  • Young Professionals Theater study: As part of the Young Professionals Project,
    during 2000-01, we interviewed 21 young professional actors between the ages of
    21 to 34.  In the spring of 2001, we interviewed 12 young actors between the ages
    of 10 to 15, and 18 young actors between the ages of 15 to 21.

Music

  • Contemplation in Jazz (1998-1999): As part of the Contemplative Mind Project,
    we interviewed 46 jazz musicians about the ways in which reflective practices
    affect their work.

  • Young Professionals Music study: As part of the Young Professionals Project, from
    1997-2003, we interviewed 100 elementary and secondary school students,
    ranging in age from 10 to 18 years old, who were involved in various spheres,
    including music.

Dance

Lineages in Dance (2001-2002): As part of the Transmission of Excellence Project,
we interviewed approximately 12 individuals in the field of dance.


Making Good: How Young People Cope with Moral Dilemmas at Work by Wendy Fischman,
Becca Solomon, Deborah Greenspan, and Howard Gardner (2004).
buy the book

The GoodWork Toolkit, an online community dedicated to cultivating GoodWork.


Memes,” “Genes,” and “Scenes”: A Comparison of Veteran Professionals Working in Journalism,
Genetics, and Theater.(January, 2004)
download pdf | buy a paper copy

GoodWork Among Young Professional Actors, Journalists, and Geneticists. (October, 2002)
download pdf | buy a paper copy

GoodWork in Theater. (October, 2002)
download pdf | buy a paper copy


Our research on the arts was supported by the Christian A. Johnson Endeavor Foundation,
the Louise and Claude Rosenberg Jr. Family Foundation, The Nathan Cummings Foundation,
The Fetzer Institute, and the Spencer Foundation.







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Far from being passive consumers (or, as some fear, victims) of new media, young people are
actively contributing to and defining the new media landscape through sites such as Facebook,
Myspace, Flickr, YouTube, Second Life as well as blogs and multi-player games. While we believe
that young people are invoking and nurturing important skills through such creations, are they
also developing an ethical sense regarding their online activities?

With support from the MacArthur Foundation, the GoodPlay project explores the ethical character
of young people's activities in the new digital media. We seek to understand how young people
conceptualize their participation in virtual worlds and the ethical considerations that guide their
conduct. We are exploring five themes which we believe to be undergoing reformulation in the
digital age, with implications for ethics—identity, privacy, ownership and authorship, credibility,
and participation.

In the first phase of our project, we studied youth ages 15-25 who participate in online games,
social networking sites, and other online communities. Our methods included in-depth interviews
and the posing of ethical dilemmas. Based on this research, and in collaboration with Project New
Media Literacies, we developed a curriculum to encourage high school-aged youth to reflect on
the ethical implications of their online activities.

In the current phase, we are studying the ethical perspectives of youth ages 10-14 and of influential
adults in young people’s lives. We are also studying “good digital citizenship,” focusing on youth
who use digital media to facilitate the achievement of civic and political goals.


Howard Gardner. "Do Video Games Significantly Enhance Literacy?" Congressional
Quarterly Researcher
, November 10, 2006.

Learning: Peering Backward and Looking Forward in the Digital Era. Margaret Weigel,
Carrie James and Howard Gardner. International Journal of Learning and Media, March 2009.
Free PDF download



The GoodPlay Project is funded by the John D. and Catherine T. MacArthur Foundation







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