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&...

Full description

Saved in:
Bibliographic Details
Main Author: Ito, Mizuko (auth)
Format: Electronic Book Chapter
Language:English
Published: Cambridge The MIT Press 2013
Subjects:
Online Access:OAPEN Library: download the publication
OAPEN Library: description of the publication
Tags: Add Tag
No Tags, Be the first to tag this record!

MARC

LEADER 00000naaaa2200000uu 4500
001 oapen_2024_20_500_12657_26060
005 20190121
003 oapen
006 m o d
007 cr|mn|---annan
008 20190121s2013 xx |||||o ||| 0|eng d
020 |a 9780262518543 
040 |a oapen  |c oapen 
041 0 |a eng 
042 |a dc 
072 7 |a JNV  |2 bicssc 
072 7 |a PDR  |2 bicssc 
100 1 |a Ito, Mizuko  |4 auth 
245 1 0 |a Hanging Out, Messing Around, and Geeking Out  |b Kids Living and Learning with New Media 
260 |a Cambridge  |b The MIT Press  |c 2013 
300 |a 1 electronic resource (440 p.) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
506 0 |a Open Access  |2 star  |f Unrestricted online access 
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. 
540 |a Creative Commons  |f by-nc-nd/4.0  |2 cc  |4 http://creativecommons.org/licenses/by-nc-nd/4.0 
546 |a English 
650 7 |a Educational equipment & technology, computer-aided learning (CAL)  |2 bicssc 
650 7 |a Impact of science & technology on society  |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 
856 4 0 |a www.oapen.org  |u https://library.oapen.org/bitstream/id/9422b0ff-ca5d-417c-9e23-eab59b32f4da/1004025.pdf  |7 0  |z OAPEN Library: download the publication 
856 4 0 |a www.oapen.org  |u http://library.oapen.org/handle/20.500.12657/26060  |7 0  |z OAPEN Library: description of the publication