Synopses & Reviews
andlt;Pandgt;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. andlt;Iandgt;Hanging Out, Messing Around, and Geeking Outandlt;/Iandgt; 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, andlt;Iandgt; Hanging Out, Messing Around, and Geeking Ouandlt;/Iandgt;t is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.andlt;/Pandgt;
Review
Finally a book that provides a deeply grounded and nuanced description of today's digital youth culture and practices as they negotiate their identity, their peer-based relationships, and their relationships with adults. Then, building on this rich and diverse set of ethnographies, the authors constructed a powerful analytic framework which provides new conceptual lenses to make sense of the emerging digital media landscape. This book is a must for anyone interested in youth culture, learning, and new media. John Seely Brown, Former Chief Scientist, Xerox Corporation, and Former Director of Xerox PARC
Review
Through their meticulous ethnographic exploration of emerging media practices in everyday life, Mizuko Ito and her colleagues paint a vivid portrait of young people's diverse modes of participation with new media. Over and again, this thought-provoking book challenges adult preconceptions and traditional preoccupations, insisting that we recognize the values, concerns, and literacies of today's youth. The MIT Press
Review
While the in-depth description of this framework would in itself value the time spent reading this book, there is much more in it. It is highly suggested reading to anyone interested to know more about kids' everyday informal learning practices with new media (especially teachers, parents, and policy-makers) Sonia Livingstone, London School of Economics and Political Science
Review
andlt;Pandgt;andquot;Finally a book that provides a deeply grounded and nuanced description of today's digital youth culture and practices as they negotiate their identity, their peer-based relationships, and their relationships with adults. Then, building on this rich and diverse set of ethnographies, the authors constructed a powerful analytic framework which provides new conceptual lenses to make sense of the emerging digital media landscape. This book is a must for anyone interested in youth culture, learning, and new media.andquot;--John Seely Brown, Former Chief Scientist, Xerox Corporation, and Former Director of Xerox PARCandlt;/Pandgt; The MIT Press The MIT Press
Review
andlt;Pandgt;"Through their meticulous ethnographic exploration of emerging media practices in everyday life, Mizuko Ito and her colleagues paint a vivid portrait of young people's diverse modes of participation with new media. Over and again, this thought-provoking book challenges adult preconceptions and traditional preoccupations, insisting that we recognize the values, concerns, and literacies of today's youth." --Sonia Livingstone, London School of Economics and Political Scienceandlt;/Pandgt; The MIT Press Sonia Livingstone
Review
andlt;Pandgt;"While the in-depth description of this framework would in itself value the time spent reading this book, there is much more in it. It is highly suggested reading to anyone interested to know more about kids' everyday informal learning practices with new media (especially teachers, parents, and policy-makers)." Fabio Giglietto Information, Communication and Societyandlt;/Pandgt;
Synopsis
An examination of young people's everyday new media practices--including video-game playing, text-messaging, digital media production, and social media use.
Synopsis
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.
Synopsis
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.
Synopsis
andlt;Pandgt;An examination of young people's everyday new media practices--including video-game playing, text-messaging, digital media production, and social media use.andlt;/Pandgt;
About the Author
Mizuko Ito is a cultural anthropologist who studies new media use, particularly among young people, in Japan and the United States, and a Professor in Residence at the University of California Humanities Research Institute.