In recent years, otaku culture has emerged as one of Japan’s major cultural exports and as ...
In the last two decades, both the conception and the practice of participatory culture have been ...
Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, ...
How online affinity networks expand learning and opportunity for young peopleBoyband One Directio...
An examination of young people's everyday new media practices-including video-game playing, text-...
Girls and women as game players and game designers in the new digital landscape of massively mult...
How the influential industry that produced such popular games as Oregon Trail and KidPix emerged ...
The tenth-anniversary edition of a foundational text in digital media and learning, examining new...
How mobile communications in Japan became a pervasively personal tool that connects families and ...
How kids play in virtual worlds, how it matters for their offline lives, and what this means for ...