000 03521cam a22005054a 4500
001 musev2_60835
003 MdBmJHUP
005 20240815120749.0
006 m o d
007 cr||||||||nn|n
008 201221s2009 mau o 00 0 eng d
020 _a9780262258944
020 _z0262258943
020 _z9780262513630
035 _a(OCoLC)1053133501
040 _aMdBmJHUP
_cMdBmJHUP
245 1 0 _aYoung People, Ethics, and the New Digital Media :
_bA Synthesis from the GoodPlay Project /
_cCarrie James [and others].
264 1 _aCambridge, Mass.
_bMIT Press
_c2009
264 3 _aBaltimore, Md. :
_bProject MUSE,
_c2018
264 4 _c©2009
300 _a1 online resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 0 _aThe John D. and Catherine T. MacArthur Foundation reports on digital media and learning
506 0 _aOpen Access
_fUnrestricted online access
_2star
520 _aSocial networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigates the ethical fault lines of such digital pursuits. The authors argue that five key issues are at stake in the new media: identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, the report explores the ways in which youth may be redefining these concepts as they engage with new digital media. The authors propose a model of "good play" that involves the unique affordances of the new digital media; related technical and new media literacies; cognitive and moral development and values; online and offline peer culture; and ethical supports, including the absence or presence of adult mentors and relevant educational curricula. This proposed model for ethical play sets the stage for the next part of the GoodPlay project, an empirical study that will invite young people to share their stories of engagement with the new digital media.The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning.
588 _aDescription based on print version record.
650 7 _aInformation society
_xMoral and ethical aspects.
_2fast
_0(OCoLC)fst00972774
650 7 _aDigital media
_xMoral and ethical aspects.
_2fast
_0(OCoLC)fst00893717
650 6 _aMedias numeriques
_xAspect moral.
650 6 _aSociete informatisee
_xAspect moral.
650 4 _aINFORMATION SCIENCE/Internet Studies.
650 4 _aSOCIAL SCIENCES/Media Studies.
650 4 _aEDUCATION/Digital Media & Learning.
650 4 _aDigital media ; Moral and ethical aspects.
650 4 _aInformation society ; Moral and ethical aspects.
650 0 _aDigital media
_xMoral and ethical aspects.
650 0 _aInformation society
_xMoral and ethical aspects.
655 7 _aElectronic books.
_2local
700 1 _aJames, Carrie
_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/60835/
999 _c232095
_d232094