000 01625naa a2200181uu 4500
001 5082917433817
003 OSt
005 20190211160059.0
008 050829s2005 xx ||||gr |0|| 0 eng d
100 1 _aITO, Mizuko
_921580
245 1 0 _aMobilizing fun in the production and consumption of children's software
260 _aThousand Oaks :
_bSAGE,
_cJanuary 2005
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
942 _cS
998 _a20050829
_b1743^b
_cAnaluiza
998 _a20100803
_b1029^b
_cCarolina
999 _aConvertido do Formato PHL
_bPHL2MARC21 1.1
_c13443
_d13443
041 _aeng