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
Introduction Being Young in the Digital Age | 1 |
Fun and Games are Serious Business | 21 |
Blue Group Boys Play Incredible Machine Girls Play hopscotch Social Discourse and Gendered Play at the Computer | 43 |
Digital Visions Childrens Creative Uses of Multimedia Technologies | 62 |
Making Connections Young People and the Internet | 84 |
An American otaku or a boys virtual life on the Net | 106 |
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 adult advertising argued Australian BBSS boys Buckingham childhood Chris Abbott classroom club culture club night computer captivated youth computer game play computer games Computer Living computer magazines computer technology constructed contemporary context counterculture creative curriculum cyberculture cyberpunk dance music David Buckingham digital culture digital technologies discourse discussion e-mail economic electronic example forms Fornäs gender girls global graphics hacker culture Helen Cunningham home computer homepage images Incredible Machine interactivity interest Internet Internet Relay Chat interviews Isaac learning lifeworld literacy London media culture media education modernity Mouse Clicker multimedia networks otaku parents participants personal computer popular culture postmodern potential Press problems programs questions relationship role Routledge screen skills social society subcultures suggest teachers television Turkle users video games visual Warhammer writing young people's youth culture Ziehe