| 000 | 01922nam a2200241Ii 4500 | ||
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| 008 | 221202s xx 000 0 und d | ||
| 100 | 1 |
_aIto, Mizuko, _eauthor |
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| 245 | 0 | _aHanging Out, Messing Around, and Geeking Out | |
| 246 | _aKids Living and Learning with New Media | ||
| 264 | 1 |
_aCambridge _bThe MIT Press _c2013 |
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| 300 | _a1 online resource (440 pages) | ||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 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 |
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