Hanging Out, Messing Around, and Geeking Out
The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
Engineering Play: A Cultural History of Childrens Software by Mizuko Ito
Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media by Mizuko Ito, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Becky Herr-Stephenson, Heather A. Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martnez, C. J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims, Lisa Tripp, with contributions by Judd Antin, Megan Finn, Arthur Law, Annie Manion, Sarai Mitnick, David Schlossberg, and Sarita Yardi
Inaugural Series Volumes
These edited volumes were created through an interactive community review process and published online and in print in December 2007. They are the precursors to the peer-reviewed monographs in the series.
Civic Life Online: Learning How Digital Media Can Engage Youth, edited by W. Lance Bennett
Digital Media, Youth, and Credibility, edited by Miriam J. Metzger and Andrew J. Flanagin
Digital Youth, Innovation, and the Unexpected, edited by Tara McPherson
The Ecology of Games: Connecting Youth, Games, and Learning, edited by Katie Salen
Learning Race and Ethnicity: Youth and Digital Media, edited by Anna Everett
Youth, Identity, and Digital Media, edited by David Buckingham
HANGING OUT, MESSING AROUND, AND GEEKING OUT
Kids Living and Learning with New Media
Mizuko Ito
Sonja Baumer
Matteo Bittanti
danah boyd
Rachel Cody
Becky Herr-Stephenson
Heather A. Horst
Patricia G. Lange
Dilan Mahendran
Katynka Z. Martnez
C. J. Pascoe
Dan Perkel
Laura Robinson
Christo Sims
Lisa Tripp
with contributions by
Judd Antin, Megan Finn, Arthur Law, Annie Manion,
Sarai Mitnick, David Schlossberg, and Sarita Yardi
The MIT Press
Cambridge, Massachusetts
London, England
2010 Massachusetts Institute of Technology
All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher.
For information about special quantity discounts, please e-mail
This book was set in Stone Sans and Stone Serif by SNP Best-set Typesetter Ltd., Hong Kong.
Printed and bound in the United States of America.
Library of Congress Cataloging-in-Publication Data
Ito, Mizuko.
Hanging out, messing around, and geeking out : kids living and learning with new media / Mizuko Ito.
p. cm. The John D. and Catherine T. MacArthur Foundation Series in Digital
Media and Learning
Includes bibliographical references and index.
ISBN 978-0-262-01336-9 (hardcover : alk. paper)
1. Mass media and youthUnited States. 2. Digital mediaSocial aspects United States. 3. Technology and youthUnited States. 4. LearningSocial aspects.
I. Title.
HQ799.2.M352I87 2010
302.23'108350973dc22
2009009932
10 9 8 7 6 5 4 3 2 1
To the memory and ongoing legacy of Peter Lyman.
His vision, passion, and leadership have guided this project
and animated its spirit of interdisciplinary, collaborative work.
Contents
Series Foreword
Acknowledgments
Notes on the Text
INTRODUCTION
1 MEDIA ECOLOGIES
Lead Authors: Heather A. Horst, Becky Herr-Stephenson, and Laura Robinson
Box 1.1 Media Ecologies: Quantitative Perspectives
Christo Sims
Box 1.2 Michelle
Lisa Tripp
Box 1.3 You Have Another World to Create: Teens and Online Hangouts
C. J. Pascoe
Box 1.4 The Techne-Mentor
Megan Finn
Box 1.5 zalas, a Digital-Information Virtuoso
Mizuko Ito
2 FRIENDSHIP
Lead Author: danah boyd
Box 2.1 Sharing Snapshots of Teen Friendship and Love
Katynka Z. Martnez
Box 2.2 From MySpace to Facebook: Coming of Age in Networked
Public Culture
Heather A. Horst
3 INTIMACY
Lead Author: C. J. Pascoe
Box 3.1 The Public Nature of Mediated Breakups
danah boyd
Box 3.2 Bob Andersons Story: It Was Kind of a Weird Cyber Growing-Up Thing
Christo Sims
4 FAMILIES
Lead Author: Heather A. Horst
Box 4.1 The Garcia Family: A Portrait of Urban Los Angeles
Katynka Z. Martnez
Box 4.2 The Miller Family: A Portrait of a Silicon Valley Family
Heather A. Horst
Box 4.3 The Milvert Family: A Portrait of Rural California
Christo Sims
5 GAMING
Lead Authors: Mizuko Ito and Matteo Bittanti
Box 5.1 Neopets: Same Game, Different Meanings
Laura Robinson and Heather A. Horst
Box 5.2 First-Person Play: Subjectivity, Gamer Code, and Doom
Matteo Bittanti
Box 5.3 Learning and Collaborating in Final Fantasy XI
Rachel Cody
Box 5.4 Machinima: From Learners to Producers
Matteo Bittanti
6 CREATIVE PRODUCTION
Lead Authors: Patricia G. Lange and Mizuko Ito
Box 6.1 MySpace Is Universal: Creative Production in a Trajectory of Participation
Dan Perkel
Box 6.2 All in the Family
Patricia G. Lange
Box 6.3 Making Music Together
Dilan Mahendran
Box 6.4 **Spoiler Alert**: Harry Potter Podcasting as Collaborative
Production
Becky Herr-Stephenson
7 WORK
Lead Author: Mizuko Ito
Box 7.1 Im Just a Nerd. Its Not Like Im a Rock Star or Anything
Mizuko Ito
Box 7.2 Technological Prospecting in Rural Landscapes
Christo Sims
Box 7.3 Being More Than Just a Banker: DIY Youth Culture and DIY Capitalism in a High-School Computer Club
Katynka Z. Martnez
Box 7.4 Final Fantasy XI: Trouncing Tiamat
Rachel Cody
Box 7.5 Eddie: Neopets, Neocapital, and Making a Virtual Buck
Laura Robinson
CONCLUSION
Appendix I: Project Overview
Appendix II: Project Descriptions
Appendix III: Project Index
Bibliography
Index
Series Foreword
In recent years, digital media and networks have become embedded in our everyday lives and are part of broad-based changes to how we engage in knowledge production, communication, and creative expression. Unlike the early years in the development of computers and computer-based media, digital media are now commonplace and pervasive, having been taken up by a wide range of individuals and institutions in all walks of life. Digital media have escaped the boundaries of professional and formal practice, and the academic, governmental, and industry homes that initially fostered their development. Now they have been taken up by diverse populations and noninstitutionalized practices, including the peer activities of youth. Although specific forms of technology uptake are highly diverse, a generation is growing up in an era where digital media are part of the taken-for-granted social and cultural fabric of learning, play, and social communication.
This book series is founded upon the working hypothesis that those immersed in new digital tools and networks are engaged in an unprecedented exploration of language, games, social interaction, problem solving, and self-directed activity that leads to diverse forms of learning. These diverse forms of learning are reflected in expressions of identity, how individuals express independence and creativity, and in their ability to learn, exercise judgment, and think systematically.
Next page