Our ethnographic field research in various media-communicated youth scenes
verify what the latest judgement of the sociology of youth represents as a
general conclusion: They are sources and focal points for small life-worlds
and style communities, whose juvenile members are characterised by a high
degree of freedom in their self design and action dramaturgy as well as a c
onsiderable media competence. In the Internet there is not only a continuat
ion of these processes of diversification in adolescent media cultures but
also a virtual sphere can be evoked by manyfold ways of net communication w
hich speeds up the differentiation of individual and particular forms of se
lf-presentation and group affiliation. For example cyberpunks and online ro
le-players illustrate how symbols which are typical of particular scenes le
ad not only to an aestheticism and revaluation of everyday life but also th
rough strategies to a fictional exploration of different identities. Their
acting with particular group signs, fictional plots and fluid identities an
nounces an experimental field for a playful test of the feasible. It also a
llows commuting between inner and outer worlds and can be regarded as an ex
perience which is existential for a life in a multi optional society (Gross
).