Hanging Out, Messing Around, and Geeking Out Kids Living and Learning with New Media

An examination of young people's everyday new media practices-including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today...

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Bibliographic Details
Main Author: Ito, Mizuko (auth)
Other Authors: Baumer, Sonja (auth), Bittanti, Matteo (auth), boyd, danah (auth), Cody, Rachel (auth), Stephenson, Becky Herr (auth), Horst, Heather A. (auth), Lange, Patricia G. (auth), Mahendran, Dilan (auth), Martínez, Katynka Z. (auth), Pascoe, C. J. (auth), Perkel, Dan (auth), Robinson, Laura (auth), Sims, Christo (auth), Tripp, Lisa (auth)
Format: Electronic Book Chapter
Language:English
Published: Cambridge The MIT Press 2010
Series:The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
Subjects:
Online Access:DOAB: download the publication
DOAB: description of the publication
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700 1 |a Mahendran, Dilan  |4 auth 
700 1 |a Martínez, Katynka Z.  |4 auth 
700 1 |a Pascoe, C. J.  |4 auth 
700 1 |a Perkel, Dan  |4 auth 
700 1 |a Robinson, Laura  |4 auth 
700 1 |a Sims, Christo  |4 auth 
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245 1 0 |a Hanging Out, Messing Around, and Geeking Out  |b Kids Living and Learning with New Media 
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490 1 |a The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning 
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520 |a An examination of young people's everyday new media practices-including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings-at home, in after-school programs, and in online spaces. Integrating twenty-three case studies-which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups-in a unique collaborative authorship style,Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis. 
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650 7 |a Educational equipment & technology, computer-aided learning (CAL)  |2 bicssc 
653 |a social media 
653 |a youth media 
653 |a children's media 
653 |a podcast 
653 |a video-games 
653 |a videogame 
653 |a text message 
653 |a ethnography 
653 |a Digital Youth Project 
653 |a media literacymedia ecology 
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