Documente Academic
Documente Profesional
Documente Cultură
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Linköping University, Sweden, 29-30 March 2011
Genres of participation and practice in media ecologies: hanging out, messing around, geeking out
Katie King, Women's Studies, University of Maryland, College Park/Email: katking@umd.edu
Home Page: http://katiekin.weebly.com/ Twitter: @katkingumd; in Second Life: Katie Fenstalker
“…in line with approaches that see knowledge and expertise as embedded
in social groups with particular media identities…. ‘Hanging out,’ ‘messing
around,’ and ‘geeking out’ describe differing layers of investments in new
media activities in a way that integrates an understanding of
technical, social, and cultural patterns…. The genres of participation that
emerged from our research can be viewed as an alternative to existing
taxonomies of media engagement that generally are structured by the type of
media platform, frequency of media use, or structural categories such as
gender, age, or socioeconomic status…. Our approach… [focuses] on how
social and cultural categories are cut from the same cloth as media
engagement, rather than looking at them as separate variables…our
genre-based approach emphasizes modes of participation with media,
not categories of individuals.” (Ito 2010: 35-6)
References:
• Ito, M. et al. (2010). Hanging out, messing around, and geeking out. Cambridge: MIT. Also available online as
Digital Youth Research, Final Report at: http://digitalyouth.ischool.berkeley.edu/report
HANGING OUT INTERSECTS WITH GAME PRACTICE (206, 212, 213, 220)
“…the hangout out genre of gaming represents a relatively democratic and accessible form of play…. // recreational
gaming is a site of activity where more friendship-driven modes of gaming move fluidly into messing around and
geeking out. As a genre of play, recreational gaming is compelling because kids can engage flexibly in these different
modes of participation and learning. // learning outcomes of recreational gaming call attention to the social and
technological contexts of gaming practice rather than focusing exclusively on the question of the transfer of game
content to behavior and cognition. // Knowledge, competence, and dispositions are developed in the contexts of
intense social commitments. These commitments can be so strong that they compromise commitments to other social
groups and activities.”
COMPARE WITH ACTIVIST AND SCHOLARLY COMMITMENTS TO FEMINISMS, WITH AN EYE TO HOW
GEEKING OUT MIGHT BE ABLE TO NAME A RANGE OF INTENSITIES TO BE CULTIVATED AND APPRECIATED
IN A SOCIAL MEDIA RICH FEMINIST LEARNING