04445oam 2200769Ia 450 991013914330332120190503073351.00-262-25826-90-262-51854-61-299-45769-X0-262-25892-7(CKB)2560000000007132(EBL)3339094(SSID)ssj0000338479(PQKBManifestationID)11266317(PQKBTitleCode)TC0000338479(PQKBWorkID)10297219(PQKB)10150244(MiAaPQ)EBC3339094(OCoLC)501336469(OCoLC)539453586(OCoLC)646857127(OCoLC)746898533(OCoLC)748591117(OCoLC)767255828(OCoLC)767812836(OCoLC)842892633(OCoLC)909119275(OCoLC)960205274(OCoLC)961529968(OCoLC)962687988(OCoLC)975743168(OCoLC)988406275(OCoLC)992097042(OCoLC)994450835(OCoLC)1005639771(OCoLC)1053130584(OCoLC)1055375905(OCoLC)1057436104(OCoLC)1057436866(OCoLC)1081221669(OCoLC-P)501336469(MaCbMITP)8402(OCoLC)1053130584(MdBmJHUP)muse70621(Au-PeEL)EBL3339094(CaPaEBR)ebr10347251(CaONFJC)MIL477019(OCoLC)501336469(oapen)https://directory.doabooks.org/handle/20.500.12854/78486(EXLCZ)99256000000000713220100122d2010 uy 0engur|n|---|||||txtccrHanging out, messing around, and geeking out kids living and learning with new media /Mizuko Ito [and others] ; with contributions by Judd Antin [and others]Cambridge, Mass. MIT Press©2010Cambridge, Mass. MIT Press©20101 online resource (419 p.)The John D. and Catherine T. MacArthur Foundation series on digital media and learningDescription based upon print version of record.0-262-01336-3 Includes bibliographical references and index.Contents; Series Foreword; Acknowledgments; Notes on the Text; Introduction; 1 Media Ecologies; 2 Friendship; 3 Intimacy; 4 Families; 5 Gaming; 6 Creative Production; 7 Work; Conclusion; Appendix I: Project Overview; Appendix II: Project Descriptions; Appendix III: Project Index; Bibliography; IndexAn 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.John D. and Catherine T. MacArthur Foundation series on digital media and learning.Mass media and youthUnited StatesDigital mediaSocial aspectsUnited StatesTechnology and youthUnited StatesLearningSocial aspectsEDUCATION/Digital Media & LearningDIGITAL HUMANITIES & NEW MEDIA/GeneralSOCIAL SCIENCES/Media StudiesMass media and youthDigital mediaSocial aspectsTechnology and youthLearningSocial aspects.302.23/108350973Itō Mizuko928219Antin Judd1363518OCoLC-POCoLC-PBOOK9910139143303321Hanging out, messing around, and geeking out3384128UNINA