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The mall is so old school--these days kids are hanging out on
YouTube, and depending on whom you ask, they're either forging the
digital frontier or frittering away their childhoods in
anti-intellectual solipsism. Kids on YouTube cuts through the hype,
going behind the scenes to understand kids' everyday engagement
with new media. Debunking the stereotype of the self-taught
computer whiz, new media scholar and filmmaker Patricia G. Lange
describes the collaborative social networks kids use to negotiate
identity and develop digital literacy on the 'Tube. Her long-term
ethnographic studies also cover peer-based and family-driven
video-making dynamics, girl geeks, civic engagement, and
representational ethics. This book makes key contributions to new
media studies, communication, science and technology studies,
digital anthropology, and informal education.
* Provides a wide-ranging contemporary overview of an evolving
subfield of anthropology * Features cutting-edge research and
explores the production and uses of new technologies * Draws on
ethnographic studies carried out in six continents and covers an
array of social, ethnic, and generational groups * Explores past
and present collaborations between anthropology, media and cultural
studies, STS, and sociology.
The mall is so old school--these days kids are hanging out on
YouTube, and depending on whom you ask, they're either forging the
digital frontier or frittering away their childhoods in
anti-intellectual solipsism. Kids on YouTube cuts through the hype,
going behind the scenes to understand kids' everyday engagement
with new media. Debunking the stereotype of the self-taught
computer whiz, new media scholar and filmmaker Patricia G. Lange
describes the collaborative social networks kids use to negotiate
identity and develop digital literacy on the 'Tube. Her long-term
ethnographic studies also cover peer-based and family-driven
video-making dynamics, girl geeks, civic engagement, and
representational ethics. This book makes key contributions to new
media studies, communication, science and technology studies,
digital anthropology, and informal education.
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.
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