000 03680cam a22006254a 4500
001 musev2_60831
003 MdBmJHUP
005 20240815120749.0
006 m o d
007 cr||||||||nn|n
008 201221s2010 mau o 00 0 eng d
020 _a9780262258920
020 _z0262258927
020 _z9780262013369
035 _a(OCoLC)1053130584
040 _aMdBmJHUP
_cMdBmJHUP
245 1 0 _aHanging Out, Messing Around, and Geeking Out :
_bKids Living and Learning with New Media /
_cMizuko Ito [and others] ; with contributions by Judd Antin [and others].
264 1 _aCambridge, Mass.
_bMIT Press
_c2010
264 3 _aBaltimore, Md. :
_bProject MUSE,
_c2018
264 4 _c©2010
300 _a1 online resource:
_billustrations.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 0 _aThe John D. and Catherine T. MacArthur Foundation series on digital media and learning
506 0 _aOpen Access
_fUnrestricted online access
_2star
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.
588 _aDescription based on print version record.
650 7 _aTechnology and youth.
_2fast
_0(OCoLC)fst01145278
650 7 _aMass media and youth.
_2fast
_0(OCoLC)fst01011384
650 7 _aLearning
_xSocial aspects.
_2fast
_0(OCoLC)fst00994845
650 7 _aDigital media
_xSocial aspects.
_2fast
_0(OCoLC)fst01766776
650 6 _aApprentissage
_xAspect social.
650 6 _aTechnologie et jeunesse
_zÉtats-Unis.
650 6 _aMedias numeriques
_zÉtats-Unis
_xAspect social.
650 6 _aMedias et jeunesse
_zÉtats-Unis.
650 4 _aSOCIAL SCIENCES/Media Studies.
650 4 _aDIGITAL HUMANITIES & NEW MEDIA/General.
650 4 _aEDUCATION/Digital Media & Learning.
650 4 _aLearning ; Social aspects.
650 4 _aTechnology and youth ; United States.
650 4 _aDigital media ; Social aspects ; United States.
650 4 _aMass media and youth ; United States.
650 0 _aLearning
_xSocial aspects.
650 0 _aTechnology and youth
_zUnited States.
650 0 _aDigital media
_xSocial aspects
_zUnited States.
650 0 _aMass media and youth
_zUnited States.
651 7 _aUnited States.
_2fast
_0(OCoLC)fst01204155
655 7 _aElectronic books.
_2local
700 1 _aAntin, Judd
_eMitwirkendeR.
_4ctb
700 1 _aItō, Mizuko
_eMitwirkendeR.
_4ctb
710 2 _aProject Muse.
_edistributor
830 0 _aBook collections on Project MUSE.
856 4 0 _zFull text available:
_uhttps://muse.jhu.edu/book/60831/
999 _c232091
_d232090