Sandra Weber, Shanly Dixon9780230620018, 0230620019
Table of contents :
Cover……Page 1
Contents……Page 8
List of Illustrations……Page 10
Acknowledgements……Page 12
About the Contributors……Page 14
Introduction: Perspectives on Young People and Technologies……Page 18
One: Playspaces, Childhood, and Videogames……Page 32
Two: “I’m the One Who Makes the Lego Racers Go”: Studying Virtual and Actual Play……Page 52
Three: Technology in the Everyday Lives of “Tweens”……Page 66
Four: The Girls’ Room: Negotiating Schoolyard Friendships Online……Page 84
Five: “I Think We Must be Normal … There are Too Many of Us for This to be Abnormal!!!”: Girls Creating Identity and Forming Community in Pro-Ana/Mia Websites……Page 98
Six: Private Writing in Public Spaces: Girls’ Blogs and Shifting Boundaries……Page 112
Seven: Consuming Fashion and Producing Meaning through Online Paper Dolls……Page 130
Eight: Producing Gender in Digital Interactions: What Young People Set Out to Achieve through Computer Game Design……Page 146
Nine: Contexts, Pleasures, and Preferences: Girls Playing Computer Games……Page 166
Ten: Adolescent Girls’ Expression on Web Home Pages: Spirited, Somber, and Self-Conscious Sites……Page 176
Eleven: Playing At and With Popular Teen Culture on “Girl” Websites: The Case of Alice……Page 198
Twelve: Girl Culture and Digital Technology in the Age of AIDS……Page 212
Thirteen: New Girl (and New Boy) at the Internet Café: Digital Divides/Digital Futures……Page 228
Fourteen: Contested Spaces: Protecting or Inhibiting Girls Online?……Page 244
Fifteen: Reviewing Young Peoples’ Engagement with Technology……Page 262
B……Page 276
C……Page 277
D……Page 279
G……Page 280
I……Page 282
M……Page 283
N……Page 284
P……Page 285
S……Page 286
T……Page 287
W……Page 288
Z……Page 289
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