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Engineering play
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ISBN: 1282694561 9786612694561 0262258919 026229155X 9780262258913 9781282694569 0262013355 9780262013352 9780262517386 0262517388 Year: 2009 Publisher: Cambridge, Mass. MIT Press

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How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning.


Book
Hanging Out, Messing Around, and Geeking Out
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ISBN: 0262537516 Year: 2019 Publisher: MIT Press

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Hanging out, messing around, and geeking out : kids living and learning with new media
Authors: ---
ISBN: 9780262013369 0262013363 0262518546 0262258927 129945769X 9780262258920 9781299457690 0262258269 9780262518543 Year: 2010 Volume: *1 Publisher: Cambridge, Mass. : Cambridge, Mass. : MIT Press, MIT Press,

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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.


Book
Living and learning with new media : summary of findings from the digital youth project
Authors: ---
ISBN: 026251365X 0262258935 0262258277 9780262258937 9780262513654 Year: 2009 Publisher: Cambridge, Mass. : Cambridge, Mass. : MIT Press, MIT Press,

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This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings--at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning. In one of the largest qualitative and ethnographic studies of American youth culture, the authors view the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States.The book that this report summarizes was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California.John D. and Catherine T. MacArthur Reports on Digital Media and Learning


Book
Fandom unbound : otaku culture in a connected world
Authors: --- ---
ISBN: 9780300158649 9780300178265 0300158645 0300178263 1280571381 9786613600981 Year: 2012 Publisher: New Haven : Yale University Press,

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In recent years, otaku culture has emerged as one of Japan's major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan's identity at home and abroad. In the American context, the word otaku is best translated as "geek"-an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of specific Japan-based cultural genres, including anime, manga, and video games. Most important of all, as this collection shows, is the way otaku culture represents a newly participatory fan culture in which fans not only organize around niche interests but produce and distribute their own media content. In this collection of essays, Japanese and American scholars offer richly detailed descriptions of how this once stigmatized Japanese youth culture created its own alternative markets and cultural products such as fan fiction, comics, costumes, and remixes, becoming a major international force that can challenge the dominance of commercial media. By exploring the rich variety of otaku culture from multiple perspectives, this groundbreaking collection provides fascinating insights into the present and future of cultural production and distribution in the digital age.

Keywords

Animated films -- Japan -- History and criticism. --- Comic books, strips, etc. -- Japan -- History and criticism. --- Fans (Persons). --- Japan -- Civilization -- 1945-. --- Popular culture -- Japan. --- Popular culture -- Japanese influences. --- Subculture -- Japan. --- Fans (Persons) --- Mass media and culture --- Subculture --- Popular culture --- Animated films --- Comic books, strips, etc --- Sociology & Social History --- Journalism & Communications --- Social Sciences --- Social Change --- Recreation & Sports --- Communication & Mass Media --- J4143 --- J5960 --- J6848 --- Comic strips --- Comics --- Funnies --- Manga (Comic books, strips, etc.) --- Manhua (Comic books, strips, etc.) --- Manhwa (Comic books, strips, etc.) --- Serial picture books --- Subcultures --- Culture and mass media --- Aficionados --- Devotees --- Enthusiasts (Fans) --- Supporters (Persons) --- Japanese influences --- History and criticism --- Japan: Sociology and anthropology -- cultural trends and movements -- popular culture --- Japan: Literature -- modern fiction and prose -- manga --- Japan: Media arts and entertainment -- anime --- E-books --- Caricatures and cartoons --- Wit and humor, Pictorial --- Culture --- Ethnopsychology --- Social groups --- Counterculture --- Persons --- Hobbyists --- Comic books, strips, etc. --- Animated films -- Japan -- History and criticism --- Comic books, strips, etc. -- Japan -- History and criticism --- Japan -- Civilization -- 1945 --- -Popular culture -- Japan --- Popular culture -- Japanese influences --- Subculture -- Japan --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- Japanese influences. --- History and criticism. --- Japan --- Civilization --- Subculture. --- Manhua (Comic books) --- Manhwa (Comic books)


Book
Participatory culture in a networked era : a conversation on youth, learning, commerce, and politics
Authors: --- ---
ISBN: 0745660703 9780745660707 9780745660714 0745660711 Year: 2016 Publisher: Cambridge Polity Press

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In the last two decades, both the conception and the practice of participatory culture have been transformed by the new affordances enabled by digital, networked, and mobile technologies. This exciting new book explores that transformation by bringing together three leading figures in conversation. Jenkins, Ito and boyd examine the ways in which our personal and professional lives are shaped by experiences interacting with and around emerging media.Stressing the social and cultural contexts of participation, the authors describe the process of diversification and mainstreaming that has transformed participatory culture. They advocate a move beyond individualized personal expression and argue for an ethos of “doing it together” in addition to “doing it yourself.”Participatory Culture in a Networked Era will interest students and scholars of digital media and their impact on society and will engage readers in a broader dialogue and conversation about their own participatory practices in this digital age.

Personal, portable, pedestrian : mobile phones in Japanese life
Authors: --- ---
ISBN: 1282100858 9786612100857 026225641X 1429413042 9780262256414 9780262590259 0262090392 9780262090391 9781429413046 0262590255 9781282100855 6612100850 Year: 2005 Publisher: Cambridge, Mass. : MIT Press,

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The Japanese term for mobile phone, keitai (roughly translated as "something you carry with you"), evokes not technical capability or freedom of movement but intimacy and portability, defining a personal accessory that allows constant social connection. Japan's enthusiastic engagement with mobile technology has become -- along with anime, manga, and sushi -- part of its trendsetting popular culture. Personal, Portable, Pedestrian, the first book-length English-language treatment of mobile communication use in Japan, covers the transformation of keitai from business tool to personal device for communication and play. The essays in this groundbreaking collection document the emergence, incorporation, and domestication of mobile communications in a wide range of social practices and institutions. The book first considers the social, cultural, and historical context of keitai development, including its beginnings in youth pager use in the early 1990s. It then discusses the virtually seamless integration of keitai use into everyday life, contrasting it to the more escapist character of Internet use on the PC. Other essays suggest that the use of mobile communication reinforces ties between close friends and family, producing "tele-cocooning" by tight-knit social groups. The book also discusses mobile phone manners and examines keitai use by copier technicians, multitasking housewives, and school children. Personal, Portable, Pedestrian describes a mobile universe in which networked relations are a pervasive and persistent fixture of everyday life.


Book
International journal of cultural studies
Authors: --- ---
ISSN: 13678779 Year: 2009 Publisher: London SAGE

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Digital
Hanging out, messing around, and geeking out : kids living and learning with new media
Authors: --- ---
ISBN: 9780262013369 Year: 2010 Publisher: Cambridge, Mass. The MIT Press

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