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Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media Tenth Anniversary Edition [Minkštas viršelis]

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(San Francisco State University), (University of Southern California), , , (RMIT University), (Data & Society), (The Joan Ganz Cooney Center at Sesame Workshop), (Stanford Humanities Lab), (University of California, Berkeley),
  • Formatas: Paperback / softback, 464 pages, aukštis x plotis x storis: 229x152x19 mm, 11 b&w photos, 3 figures; 14 Illustrations
  • Išleidimo metai: 24-Sep-2019
  • Leidėjas: MIT Press
  • ISBN-10: 0262537516
  • ISBN-13: 9780262537513
  • Formatas: Paperback / softback, 464 pages, aukštis x plotis x storis: 229x152x19 mm, 11 b&w photos, 3 figures; 14 Illustrations
  • Išleidimo metai: 24-Sep-2019
  • Leidėjas: MIT Press
  • ISBN-10: 0262537516
  • ISBN-13: 9780262537513
The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups.

The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups.

Hanging Out, Messing Around, and Geeking Out, first published in 2009, has become a foundational text in the field of digital media and learning. Reporting on an ambitious three-year ethnographic investigation into how young people live and learn with new media in varied settings—at home, in after-school programs, and in online spaces—it presents a flexible and useful framework for understanding the ways that young people engage with and through online platforms: hanging out, messing around, and geeking out, otherwise known as HOMAGO.

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 combines in-depth descriptions of specific group dynamics with conceptual analysis. Since its original publication, digital learning labs in libraries and museums around the country have been designed around the HOMAGO mode and educators have created HOMAGO guidebooks and toolkits. This tenth-anniversary edition features a new introduction by Mizuko Ito and Heather Horst that discusses how digital youth culture evolved in the intervening decade, and looks at how HOMAGO has been put into practice.

This book 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.

Series Foreword xi
Preface to the Tenth Anniversary Edition xiii
Mizuko Ito
Heather A. Horst
Acknowledgments xxxvii
Notes on the Text xli
Introduction 1(28)
1 Media Ecologies
29(50)
Lead Authors: Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
Box 1.1 Media Ecologies: Quantitative Perspectives
32(10)
Christo Sims
Box 1.2 Michelle
42(8)
Lisa Tripp
Box 1.3 "You Have Another World to Create": Teens and Online Hangouts
50(9)
C. J. Pascoe
Box 1.4 The Techne-Mentor
59(8)
Megan Finn
Box 1.5 zalas, a Digital-Information Virtuoso
67(12)
Mizuko Ito
2 Friendship
79(38)
Lead Author: danah boyd
Box 2.1 Sharing Snapshots of Teen Friendship and Love
85(7)
Katynka Z. Martinez
Box 2.2 From MySpace to Facebook: Coming of Age In Networked Public Culture
92(25)
Heather A. Horst
3 Intimacy
117(32)
Lead Author: C. J. Pascoe
Box 3.1 The Public Nature of Mediated Breakups
133(9)
Danah boyd
Box 3.2 Bob Anderson's Story: "It Was Kind of a Weird Cyber Growing-Up Thing"
142(7)
Christo Sims
4 Families
149(46)
Lead Author: Heather A. Horst
Box 4.1 The Garcia Family: A Portrait of Urban Los Angeles
158(10)
Katynka Z. Martinez
Box 4.2 The Miller Family: A Portrait of a Silicon Valley Family
168(18)
Heather A. Horst
Box 4.3 The Milvert Family: A Portrait of Rural California
186(9)
Christo Sims
5 Gaming
195(48)
Lead Authors: Mizuko Ito and Matteo Bittanti
Box 5.1 Neopets: Same Game, Different Meanings
204(6)
Laura Robinson
Heather A. Horst
Box 5.2 First-Person Play: Subjectivity, Gamer Code, and Doom
210(6)
Matteo Bittanti
Box 5.3 Learning and Collaborating in Final Fantasy XI
216(8)
Rachel Cody
Box 5.4 Machinima: From Learners to Producers
224(19)
Matteo Bittanti
6 Creative Production
243(52)
Lead Authors: Patricia G. Lange and Mizuko Ito
Box 6.1 "MySpace Is Universal": Creative Production in a Trajectory of Participation
257(6)
Dan Perkel
Box 6.2 All in the Family
263(7)
Patricia G. Lange
Box 6.3 Making Music Together
270(15)
Dilan Mahendran
Box 6.4 Spoiler Alert: Harry Potter Podcasting as Collaborative Production
285(10)
Becky Herr-Stephenson
7 Work
295(44)
Lead Author: Mizuko Ito
Box 7.1 "I'm Just a Nerd. It's Not Like I'm a Rock Star or Anything"
311(5)
Mizuko Ito
Box 7.2 Technological Prospecting in Rural Landscapes
316(4)
Christo Sims
Box 7.3 Being More Than "Just a Banker": DIY Youth Culture and DIY Capitalism in a High-School Computer Club
320(6)
Katynka Z. Martinez
Box 7.4 Final Fantasy XI: Trouncing Tlamat
326(5)
Rachel Cody
Box 7.5 Eddie: Neopets, Neocapltal, and Making a Virtual Buck
331(8)
Laura Robinson
CONCLUSION
339(34)
Appendix I Project Overview
355(6)
Appendix II Project Descriptions
361(10)
Appendix III Project Index
371(2)
Bibliography 373(26)
Index 399