Translated from the German.Why 1 = presence and 0 = absence and the digital world formula is x = xn: an exploration of meaning in a universe of infinite replication.OCLC-licensed vendor bibliographic record.
Whether by accidental keystroke or deliberate tinkering, technology is often used in ways that are unintended and unimagined by its designers and inventors. Jessa Lingel offers an account of digital technology use that looks beyond Silicon Valley and college dropouts-turned-entrepreneurs. Instead, Lingel tells stories from the margins of countercultural communities that have made the Internet m…
An examination of media and technology use by school-aged youth with disabilities, with an emphasis on media use at home.Most research on media use by young people with disabilities focuses on the therapeutic and rehabilitative uses of technology; less attention has been paid to their day-to-day encounters with media and technology--the mundane, sometimes pleasurable and sometimes frustrating e…
"Music videos were once something broadcast by MTV and received on our TV screens. Today, music videos are searched for, downloaded, and viewed on our computer screens -- or produced in our living rooms and uploaded to social media. In We Used to Wait, Rebecca Kinskey examines this shift. She investigates music video as a form, originally a product created by professionals to be consumed by non…
In Networking Peripheries, Anita Chan shows how digital cultures flourish beyond Silicon Valley and other celebrated centers of technological innovation and entrepreneurship. The evolving digital cultures in the Global South vividly demonstrate that there are more ways than one to imagine what digital practice and global connection could look like. To explore these alternative developments, Cha…
A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works.OCLC-licensed vendor bibliographic record.
Overview: How well do children navigate the ocean of information that is available online? The enormous variety of Web-based resources represents both opportunities and challenges for Internet-savvy kids, offering extraordinary potential for learning and social connection but little guidance on assessing the reliability of online information. This book reports on the first large-scale survey to…
This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings--at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Ou…
A proposal to move the academic area of digital media and learning toward more coherence.OCLC-licensed vendor bibliographic record.
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…