Digital Diversions: Youth Culture in the Age of MultimediaJulian Sefton-Green This work explores the diverse ways in which young people are active social agents in the production of youth culture in the digital age. It collects an international range of empirical accounts describing the ways in which young people utilize and appropriate new technology. The contributors draw on a range of theoretical perspectives including cultural studies, social anthropology and feminism. |
Contents
1 | |
2 Fun and games are serious business | 19 |
social discourse and gendered play at the computer | 41 |
childrens creative uses of multimedia technologies | 58 |
young people and the internet | 79 |
6 An American otaku or a boys virtual life on the net | 99 |
Other editions - View all
Digital Diversions: Youth Culture in the Age of Multimedia Julian Sefton-Green No preview available - 1998 |
Common terms and phrases
activities advertising appear argued asked associated Australian authority become boys chapter club culture computer games concern constructed context course created creative described discussion e-mail economic example existing experience fact forms further future game play gender girls global graphics hackers images important individual interactivity interest Internet Isaac issues kind knowledge language learning least live London machines magazines means multimedia nature night observations opportunities otaku parents participants particular play political popular possible potential practices Press problems production programs publishing questions range reading reasons refers relation relationship respondents role screen seems skills social society space suggest talk teachers television traditional University users writing young youth