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008 | 050829s2005 xx ||||gr |0|| 0 eng d | ||
100 | 1 |
_aITO, Mizuko _921580 |
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245 | 1 | 0 | _aMobilizing fun in the production and consumption of children's software |
260 |
_aThousand Oaks : _bSAGE, _cJanuary 2005 |
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520 | 3 | _aThis article describes the relation between the production distribution, and consumption of children's software, focusing on how genres of " entertainment" and "education" structure everyday practice; institutions; and our understandings of chilhood, play, and learning. Starting with a description of how the vernaculars of popular visual culture and entertainment found their way into children's educatinal software that are drawn from ethngraphic fieldwork. The cultural opposition between entertainment and education is a compelling dichotomy - a pair of material, semiotic, technical genres - that manifests in a range of institutionalized relations. After first describing a theoretical commitment to discursive analysis, this article presents the production and marketing context that structures the entertaiment genre in children's software and then looks at instance of play in the after-school computer clubs that mobilize entertainment and fun as social resources. | |
773 | 0 | 8 |
_tThe Annals of The American Academy of Political and Social Science _g597, p. 82-102 _dThousand Oaks : SAGE, January 2005 _xISSN 00027162 _w |
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998 |
_a20050829 _b1743^b _cAnaluiza |
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_a20100803 _b1029^b _cCarolina |
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_aConvertido do Formato PHL _bPHL2MARC21 1.1 _c13443 _d13443 |
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041 | _aeng |