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Mobilizing the Imagination in Everyday Play: The Case of Japanese Media Mixes

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Abstract

The spread of digital media and communications in the lives of children and youth have raised new questions about the role of media in learning, development and cultural participation. In post-industrial societies, young people are growing up in what (2006) has dubbed “convergence culture”—an increasingly interactive and participatory media ecology where Internet communication ties together both old and new media forms. A growing recognition of this role of digital media in everyday life has been accompanied by debate as to the outcomes of participation in convergence culture. Many parents and educators worry about immersion in video gaming worlds or their children’s social lives unfolding on the Internet and through mobile communication. More optimistic voices suggest that new media enable young people to more actively participate in interpreting, personalizing, reshaping, and creating media content. Although concerns about representation are persistent, particularly of video game violence, many of the current hopes and fears of new media relate to new forms of social networking and participation. As young people’s online activity changes the scope of their social agency and styles of media engagement, they also encounter new challenges in cultural worlds separated from traditional structures of adult oversight and guidance. Issues of representation will continue to be salient in media old and new, but issues of participation are undergoing a fundamental set of shifts that are still only partially understood and recognized.

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Ito, M. (2010). Mobilizing the Imagination in Everyday Play: The Case of Japanese Media Mixes. In: Sonvilla-Weiss, S. (eds) Mashup Cultures. Springer, Vienna. https://doi.org/10.1007/978-3-7091-0096-7_6

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  • DOI: https://doi.org/10.1007/978-3-7091-0096-7_6

  • Publisher Name: Springer, Vienna

  • Print ISBN: 978-3-7091-0095-0

  • Online ISBN: 978-3-7091-0096-7

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