TY - GEN AB - 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. AU - Itō, Mizuko. AU - Antin, Judd. CN - HQ799.2.M352 CY - Cambridge, Mass. : DA - ©2010. ID - 1397981 KW - Mass media and youth KW - Digital media KW - Technology and youth KW - Learning KW - EDUCATION/Digital Media & Learning KW - DIGITAL HUMANITIES & NEW MEDIA/General KW - SOCIAL SCIENCES/Media Studies LK - https://doi.org/10.7551/mitpress/8402.001.0001?locatt=mode:legacy LK - http://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf N2 - 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. PB - MIT Press, PP - Cambridge, Mass. : PY - ©2010. SN - 9780262258920 SN - 0262258927 SN - 0262013363 SN - 9780262013369 SN - 129945769X SN - 9781299457690 T1 - Hanging out, messing around, and geeking out :kids living and learning with new media / TI - Hanging out, messing around, and geeking out :kids living and learning with new media / UR - https://doi.org/10.7551/mitpress/8402.001.0001?locatt=mode:legacy UR - http://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf ER -