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: toda...

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Bibliographic Details
Other Authors: Antin, Judd (Contributor, MitwirkendeR.), Itō, Mizuko (Contributor, MitwirkendeR.)
Format: Electronic eBook
Language:English
Published: Cambridge, Mass. MIT Press 2010
Series:Book collections on Project MUSE.
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Online Access:Full text available:
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245 1 0 |a Hanging Out, Messing Around, and Geeking Out :   |b Kids Living and Learning with New Media /   |c Mizuko Ito [and others] ; with contributions by Judd Antin [and others]. 
264 1 |a Cambridge, Mass.  |b MIT Press  |c 2010 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2018 
264 4 |c ©2010 
300 |a 1 online resource:   |b illustrations. 
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337 |a computer  |b c  |2 rdamedia 
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490 0 |a The John D. and Catherine T. MacArthur Foundation series on digital media and learning 
506 0 |a Open Access  |f Unrestricted online access  |2 star 
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. 
588 |a Description based on print version record. 
650 7 |a Technology and youth.  |2 fast  |0 (OCoLC)fst01145278 
650 7 |a Mass media and youth.  |2 fast  |0 (OCoLC)fst01011384 
650 7 |a Learning  |x Social aspects.  |2 fast  |0 (OCoLC)fst00994845 
650 7 |a Digital media  |x Social aspects.  |2 fast  |0 (OCoLC)fst01766776 
650 6 |a Apprentissage  |x Aspect social. 
650 6 |a Technologie et jeunesse  |z États-Unis. 
650 6 |a Medias numeriques  |z États-Unis  |x Aspect social. 
650 6 |a Medias et jeunesse  |z États-Unis. 
650 4 |a SOCIAL SCIENCES/Media Studies. 
650 4 |a DIGITAL HUMANITIES & NEW MEDIA/General. 
650 4 |a EDUCATION/Digital Media & Learning. 
650 4 |a Learning ; Social aspects. 
650 4 |a Technology and youth ; United States. 
650 4 |a Digital media ; Social aspects ; United States. 
650 4 |a Mass media and youth ; United States. 
650 0 |a Learning  |x Social aspects. 
650 0 |a Technology and youth  |z United States. 
650 0 |a Digital media  |x Social aspects  |z United States. 
650 0 |a Mass media and youth  |z United States. 
651 7 |a United States.  |2 fast  |0 (OCoLC)fst01204155 
655 7 |a Electronic books.   |2 local 
700 1 |a Antin, Judd  |e MitwirkendeR.  |4 ctb 
700 1 |a Itō, Mizuko  |e MitwirkendeR.  |4 ctb 
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830 0 |a Book collections on Project MUSE. 
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