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 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.
Finally, we would like to thank the many individuals, families, organizations, and online communities that welcomed us into their midst and educated us about their lives with new media. Although we cannot name all the individuals who participated in our study, we would like to express our gratitude to those whom we can name who facilitated our access to various sites and who acted as key "local" experts: Vicki O'Day for introducing Heather to Silicon Valley families; Tim Park, Carlo Pichay, and zalas for being Mizuko's senpai in the anime fandom; Enki, Wurlpin, and all of KirinTheDestroyers for taking Rachel under their wing; Tom Anderson, who helped danah get access to MySpace; the people of YouTubia who spoke with Patricia and shared their videos; and all of the youth media, middle-school, and high-school educators who opened their doors to us.
This paper explores the dialectic between video games and film. The researcher analyzed how video games have been depicted, represented, and incorporated into feature-length, commercial movies by viewing, and analyzing 53 video gamerelated films covering the period from 1973 to 2001. These texts were examined and discussed with respect to film genre analysis, structuralism, semiotics, and new media theory. The researcher suggests that convergence between film and cinema led to the emergence of a new film genre, the techno ludic film. The neologism combines two different words: technology and ludus, a Latin word for play. Technoludic film is an umbrella term for films that incorporate video games in their narrative. The paper identified and analyzed four possible modes of incorporation of video games into film: commentary, quotation, adaptation, and remediation.The research concludes that there is a merging of languages, narrative strategies, and genres as video games influence films and vice versa.
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