001397981 000__ 03635cam\a2200541Ia\4500 001397981 001__ 1397981 001397981 003__ MaCbMITP 001397981 005__ 20240325105214.0 001397981 006__ m\\\\\o\\d\\\\\\\\ 001397981 007__ cr\cn\nnnunnun 001397981 008__ 100122s2010\\\\maua\\\\ob\\\\001\0\eng\d 001397981 020__ $$a9780262258920$$q(electronic bk.) 001397981 020__ $$a0262258927$$q(electronic bk.) 001397981 020__ $$a0262013363$$q(hardcover ;$$qalk. paper) 001397981 020__ $$a9780262013369$$q(hardcover ;$$qalk. paper) 001397981 020__ $$a129945769X$$q(ebk) 001397981 020__ $$a9781299457690$$q(ebk) 001397981 035__ $$a(OCoLC)501336469$$z(OCoLC)539453586$$z(OCoLC)646857127$$z(OCoLC)746898533$$z(OCoLC)748591117$$z(OCoLC)767255828$$z(OCoLC)767812836$$z(OCoLC)842892633$$z(OCoLC)909119275$$z(OCoLC)960205274$$z(OCoLC)961529968$$z(OCoLC)962687988$$z(OCoLC)975743168$$z(OCoLC)988406275$$z(OCoLC)992097042$$z(OCoLC)994450835$$z(OCoLC)1005639771$$z(OCoLC)1053130584$$z(OCoLC)1055375905$$z(OCoLC)1057436104$$z(OCoLC)1057436866$$z(OCoLC)1081221669 001397981 035__ $$a(OCoLC-P)501336469 001397981 040__ $$aOCoLC-P$$beng$$epn$$cOCoLC-P 001397981 050_4 $$aHQ799.2.M352$$bH36 2010eb 001397981 072_7 $$aSOC$$x052000$$2bisacsh 001397981 08204 $$a302.23/108350973$$222 001397981 24500 $$aHanging out, messing around, and geeking out :$$bkids living and learning with new media /$$cMizuko Ito [and others] ; with contributions by Judd Antin [and others]. 001397981 260__ $$aCambridge, Mass. :$$bMIT Press,$$c©2010. 001397981 300__ $$a1 online resource (xix, 419 pages) :$$billustrations. 001397981 336__ $$atext$$btxt$$2rdacontent 001397981 337__ $$acomputer$$bc$$2rdamedia 001397981 338__ $$aonline resource$$bcr$$2rdacarrier 001397981 4901_ $$aThe John D. and Catherine T. MacArthur Foundation series on digital media and learning 001397981 520__ $$aAn examination of young people's everyday new media practices--including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings--at home, in after-school programs, and in online spaces. Integrating twenty-three case studies--which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups--in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis. 001397981 588__ $$aOCLC-licensed vendor bibliographic record. 001397981 650_0 $$aMass media and youth$$zUnited States. 001397981 650_0 $$aDigital media$$xSocial aspects$$zUnited States. 001397981 650_0 $$aTechnology and youth$$zUnited States. 001397981 650_0 $$aLearning$$xSocial aspects. 001397981 653__ $$aEDUCATION/Digital Media & Learning 001397981 653__ $$aDIGITAL HUMANITIES & NEW MEDIA/General 001397981 653__ $$aSOCIAL SCIENCES/Media Studies 001397981 655_0 $$aElectronic books 001397981 7001_ $$aItō, Mizuko. 001397981 7001_ $$aAntin, Judd. 001397981 852__ $$bebk 001397981 85640 $$3MIT Press$$uhttps://doi.org/10.7551/mitpress/8402.001.0001?locatt=mode:legacy$$zOnline Access through The MIT Press Direct 001397981 85642 $$3OCLC metadata license agreement$$uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf 001397981 909CO $$ooai:library.usi.edu:1397981$$pGLOBAL_SET 001397981 980__ $$aBIB 001397981 980__ $$aEBOOK 001397981 982__ $$aEbook 001397981 983__ $$aOnline