LEADER 04447oam 2200769Ia 450 001 996320214903316 005 20190503073351.0 010 $a0-262-25826-9 010 $a0-262-51854-6 010 $a1-299-45769-X 010 $a0-262-25892-7 035 $a(CKB)2560000000007132 035 $a(EBL)3339094 035 $a(SSID)ssj0000338479 035 $a(PQKBManifestationID)11266317 035 $a(PQKBTitleCode)TC0000338479 035 $a(PQKBWorkID)10297219 035 $a(PQKB)10150244 035 $a(MiAaPQ)EBC3339094 035 $a(OCoLC)501336469$z(OCoLC)539453586$z(OCoLC)646857127$z(OCoLC)746898533$z(OCoLC)748591117$z(OCoLC)767255828$z(OCoLC)767812836$z(OCoLC)842892633$z(OCoLC)909119275$z(OCoLC)960205274$z(OCoLC)961529968$z(OCoLC)962687988$z(OCoLC)975743168$z(OCoLC)988406275$z(OCoLC)992097042$z(OCoLC)994450835$z(OCoLC)1005639771$z(OCoLC)1053130584$z(OCoLC)1055375905$z(OCoLC)1057436104$z(OCoLC)1057436866$z(OCoLC)1081221669 035 $a(OCoLC-P)501336469 035 $a(MaCbMITP)8402 035 $a(OCoLC)1053130584 035 $a(MdBmJHUP)muse70621 035 $a(Au-PeEL)EBL3339094 035 $a(CaPaEBR)ebr10347251 035 $a(CaONFJC)MIL477019 035 $a(OCoLC)501336469 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/78486 035 $a(EXLCZ)992560000000007132 100 $a20100122d2010 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aHanging out, messing around, and geeking out $ekids living and learning with new media /$fMizuko Ito [and others] ; with contributions by Judd Antin [and others] 210 $aCambridge, Mass. $cMIT Press$dİ2010 210 $aCambridge, Mass. $cMIT Press$dİ2010 215 $a1 online resource (419 p.) 225 1 $aThe John D. and Catherine T. MacArthur Foundation series on digital media and learning 300 $aDescription based upon print version of record. 311 $a0-262-01336-3 320 $aIncludes bibliographical references and index. 327 $aContents; 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; Index 330 $aAn examination of young people's everyday new media practices--including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings--at home, in after-school programs, and in online spaces. Integrating twenty-three case studies--which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups--in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis. 410 0$aJohn D. and Catherine T. MacArthur Foundation series on digital media and learning. 606 $aMass media and youth$zUnited States 606 $aDigital media$xSocial aspects$zUnited States 606 $aTechnology and youth$zUnited States 606 $aLearning$xSocial aspects 610 $aEDUCATION/Digital Media & Learning 610 $aDIGITAL HUMANITIES & NEW MEDIA/General 610 $aSOCIAL SCIENCES/Media Studies 615 0$aMass media and youth 615 0$aDigital media$xSocial aspects 615 0$aTechnology and youth 615 0$aLearning$xSocial aspects. 676 $a302.23/108350973 701 $aIto?$b Mizuko$0928219 701 $aAntin$b Judd$01363518 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a996320214903316 996 $aHanging out, messing around, and geeking out$93384128 997 $aUNISA