Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media

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MIT Press, Oct 30, 2009 - Technology & Engineering - 440 pages
15 Reviews
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.
 

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Review: Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning With New Media (The John D. and Catherine T. MacArthur Foundation reports on digital media and learning)

User Review  - Goodreads

The technology is this book is outdated. I felt like I was reliving my twenties through reading this book. Obviously it took a lot of work to create this book so it will surely be required reading forever. Hooray! Read full review

Review: Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning With New Media (The John D. and Catherine T. MacArthur Foundation reports on digital media and learning)

User Review  - Goodreads

This is so interesting and a particularly great read for anyone who works with teens. I loved the case studies, and even when the book was a bit dry it still presented really wonderful information. Definitely worth a look. Read full review

Contents

Introduction
1
1 Media Ecologies
29
2 Ffriendship
79
3 Intimacy
117
4 Families
149
5 Gaming
195
6 Creative Production
243
7 Work
295
Conclusion
339
Project Overview
355
Project Descriptions
361
Project Index
371
Bibliography
373
Index
399
Copyright

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