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.
This is a preview of subscription content, log in via an institution.
Preview
Unable to display preview. Download preview PDF.
Works Cited
Allison, Anne. 2004. “Cuteness and Japan’s Millenial Product.” Pp. 34–52 in Pikachu’s Global Adventure: The Rise and Fall fo Pokémon, edited by J. Tobin. Durham: Duke University Press.
Anderson, Benedict. 1991. Imagined Communities. New York: Verso.
Appadurai, Arjun. 1996. Modernity at Large: Cultural Dimensions of Globalization. Minneapolis: University of Minnesota Press.
Benkler, Yochai. 2006. The Wealth of Networks: How Social Production Transforms Markets and Freedom. New Haven: Yale University Press.
Buckingham, David. 2000. After the Death of Childhood: Growing up in the Age of Electronic Media. Cambridge: Polity.
Buckingham, David and Julian Sefton-Green. 2004. “Structure, Agency, and Pedagogy in Children’s Media Culture.” Pp. 12–33 in Pikachu’s Global Adventure: The Rise and Fall of Pokémon, edited by J. Tobin. Durham: Duke University Press.
Cohen, Stanley. 1972. Folk Devils and Moral Panics. London: MacGibbon and Kee.
Cross, Gary. 1997. Kids’ Stuff: Toys and the Changing World of American Child hood. Cambridge: Harvard University Press.
Dyson, Anne Haas. 1997. Writing Superheroes: Contemporary Childhood, Popular Culture, and Classroom Literacy. New York: Teachers College Press.
Edwards, Paul. 1995. “From “Impact” to Social Process: Computers in Society and Culture.” Pp. 257–285 in Handbook of Science and Technology Studies, edited by S. Jasanoff, G. E. Markle, J. C. Petersen, and T. Pinch. Thousand Oaks: Sage.
Greenfeld, Karl Taro 1993. “The Incredibly Strange Mutant Creatures who Rule the Universe of Alienated Japanese Zombie Computer Nerds.” Wired. Hall, Stuart. 1993. “Encoding, Decoding.” Pp. 090–103 in The Cultural Studies Reader, edited by S. Durin. New York: Routledge.
Hine, Christine. 2000. Virtual Ethnography. London: Sage.
Ito, Mizuko. 2003. “Engineering Play: Children’s Software and the Productions of Everyday Life.” Anthropology, Stanford University, Stanford. —. Forthcoming. “Japanese Media Mixes and Amateur Cultural Exchange.” in Digital Generations, edited by D. Buckingham and R. Willett: Lawrence Erlbaum.
Jenkins, Henry. 1992. Textual Poachers: Television Fans and Participatory Culture. New York: Routledge. Jenkins, Henry. 1998. “Introduction: Childhood Innocence and Other Modern Myths.” Pp. 1–37 in The Children’s Culture Reader, edited by H. Jenkins. New York: NYU Press. Jenkins, Henry. 2006. Convergence Culture: Where Old and New Media Collide. New York: New York University Press.
Jeremijenko, Natalie. 2002. “What’s New in New Media.” in Meta Mute: Culture and Politics After the Net.
Karaganis, Joe. Forthcoming. “Introduction.” in Structures of Participation in Digital Culture, edited by J. Karaganis.
Kinder, Marsha. 1991. Playing with Power in Movies, Television, and Video Games. Berkeley: University of California Press.—. 1999. “Kids’ Media Culture: An Introduction.” Pp. 1–12 in Kids’ Media Culture, edited by M. Kinder. Durham: Duke University Press.
Kinsella, Sharon. 1998. “Japanese Subculture in the 1980s: Otaku and the Amateur Manga Movement.” Journal of Japanese Studies 24:289–316.
Lave, Jean and Etienne Wenger. 1991. Situated Learning: Legitimate Peripheral Participation. New York: Cambridge University Press.
Lessig, Lawrence. 1999. Code and Other Laws of Cyberspace. New York: Basic Books.
Livingstone, Sonia. 2002. Young People and New Media. London: Sage Publications.
Miller, Daniel and Don Slater. 2000. The Internet: An Ethnographic Approach. New York: Berg.
Okada, Toshio. 1996. Otakugaku Nyuumon (Introduction to Otakuology). Tokyo: Ota Shuppan.
Sefton-Green, Julian. 2004. “Initiation Rites: A Small Boy in a Poké-World.” Pp. 141–164 in Pikachu’s Global Adventures: The Rise and Fall of Pokémon, edited by J. Tobin. Durham: Duke University Press.
Seiter, Ellen. 1999. “Power Rangers at Preschool: Negotiating Media in Child Care Settings.” Pp. 239–262 in Kids’ Media Culture, edited by M. Kinder. Durham: Duke University Press.
Shinbun, Asahi. 2001. “Otousan datte Hamaru.” Pp. 24 in Asahi Shinbun. Tokyo.
Tobin, Samuel. 2004. “Masculinity, Maturity, and the End of Pokémon.” Pp. 241–256 in Pikachu’s Global Adventure: The Rise and Fall of Pokémon, edited by J. Tobin. Durham: Duke University Press.
Valentine, Sarah Holloway and Gil. 2001. Cyberkids: Children in the Information Age. New York: Routledge.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2010 Springer-Verlag/Wien
About this chapter
Cite this chapter
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
Download citation
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