1004025.pdf

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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Γλώσσα:English
Έκδοση: The MIT Press 2019
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spelling oapen-20.500.12657-260602021-11-10T08:09:58Z Hanging Out, Messing Around, and Geeking Out Ito, Mizuko social media youth media children's media podcast video-games videogame text message ethnography Digital Youth Project media literacymedia ecology bic Book Industry Communication::J Society & social sciences::JN Education::JNV Educational equipment & technology, computer-aided learning (CAL) bic Book Industry Communication::P Mathematics & science::PD Science: general issues::PDR Impact of science & technology on society 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. 2019-01-21 12:01:54 2020-04-01T10:58:28Z 2020-04-01T10:58:28Z 2013 book 1004025 OCN: 1100490216 9780262518543 http://library.oapen.org/handle/20.500.12657/26060 eng application/pdf n/a 1004025.pdf The MIT Press f49dea23-efb1-407d-8ac0-6ed2b5cb4b74 9780262518543 440 Cambridge open access
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language English
description 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.
title 1004025.pdf
spellingShingle 1004025.pdf
title_short 1004025.pdf
title_full 1004025.pdf
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title_full_unstemmed 1004025.pdf
title_sort 1004025.pdf
publisher The MIT Press
publishDate 2019
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