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100 1 _aIto, Mizuko,
_eauthor
245 0 _aHanging Out, Messing Around, and Geeking Out
246 _aKids Living and Learning with New Media
264 1 _aCambridge
_bThe MIT Press
_c2013
300 _a1 online resource (440 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
520 _aAn 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.
653 _aChildren'S Media
653 _aPodcast
653 _aSocial Media
653 _aVideo-Games
653 _aYouth Media
856 _uhttps://library.oapen.org/bitstream/20.500.12657/26060/1/1004025.pdfhttp://library.oapen.org/handle/20.500.12657/26060
942 _cE-BOOK
999 _c62958
_d62958