Synopses & Reviews
In this cutting-edge anthology, contributors examine the diverse ways in which girls and young women across a variety of ethnic, socio-economic, and national backgrounds are incorporating and making sense of digital technology in their everyday lives. Contributors explore identity development, how young women interact with technology, and how race, class, and identity influence game play.
Review
“From blogs to video games, from living rooms to internet cafés, from Africa to Canada,
Growing Up Online has it all. Transcending the hype and moral panic that typically pervade adult discourses about youth and media, the essays in this collection deconstruct the complexities of young peoples relationship with a range of digital technologies.”--Sharon R. Mazzarella, Professor of Communication Studies at Clemson University and editor of
Girl Wide Web"Growing Up Online provides us with a wealth of vivid images of the changing position of girls and young women as both consumers and producers in the emerging digital world. It offers a plethora of issues for further research and debate about the new possibilities-and some of the limitations-that characterize the new online cultures of information, play and social interaction." - David Buckingham, Professor of Education, Institute of Education, University of London
Synopsis
In this cutting-edge anthology, contributors examine the diverse ways in which girls and young women across a variety of ethnic, socio-economic, and national backgounds use digital technology in their everyday lives. They explore identity development, how young women interact with technology, and how race, class, and identity influence game play.
About the Author
Sandra Weber is Professor of Education, Concordia University. Shanly Dixon is a PhD candidate, Concordia University.
Table of Contents
Young People and Technology: Issues and Concepts--Sandra Weber & Shanly Dixon * Growing Up with New Technologies: A Longitudinal Case Study--Sandra Weber with Julia Weber * "I'm the One Who Makes the Lego Racers Go:" Virtual and Actual Space in Videogame Play--Seth Giddings * Time, Space and Embodiment in Girls' Experiences of Technologies--Sandra Weber & Shanly Dixon * Computer Games: Methods, Players and Gender--Diane Carr
* Young People Constructing Identities as Game Players and as Game Designers--Caroline Pelletier * The Girls Room: Negotiating Schoolyard Friendships Online--Kelly Boudreau * Blogging: Private Writing in Public Spaces?--Brandi Bell * Children's Experiences of Technologies: Power and Technicity--Helen Kennedy & Jon Dovey * Playing at and with "Tween" Culture: Consuming Popular Culture Websites as an Instance of Critical Digital Literacy--Jacqueline Reid-Walsh * Consuming Fashion and Producing Meaning through Online Paper-Doll Sites--Rebekah Willett * Surfin' for Idols: Pop "Girls" and Digital Technology--Candis Steenbergen * Tween Culture and Digital Technologies in the Age of AIDS--Claudia Mitchell & Jacqui Reid Walsh * "There are too many of us for this to be abnormal!!!" Girls Creating Identity and Forming Community in Pro Ana/Mia Websites--Michele Polak * New Girl (and New Boy) at the Internet Café: Digital Divides/Digital Futures--Grace Sokoya & Claudia Mitchell * Contested Spaces: Public Discourses and Policy Problematics--Leslie Regan-Shade * Re-viewing Girls and New Technologies--Shanly Dixon & Sandra Weber