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Case Study: The #YoSoy132 Movement in Mexico
In: Civic Media: Technology, Design, Practice
Cambridge, Mass; London: MIT Press (2016), pp. 501-511
Data Visualizations Break Down Knowledge Barriers in Public Engagement
In: Civic Media: Technology, Design, Practice
Cambridge, Mass; London: MIT Press (2016), pp. 165-197
Participatory Action Research for Civic Engagement
In: Civic Media: Technology, Design, Practice
Cambridge, Mass; London: MIT Press (2016), pp. 563-580
Revisiting the Measurement of Political Participation for the Digital Age
In: Civic Media: Technology, Design, Practice
Cambridge, Mass; London: MIT Press (2016), pp. 539-562
Civic Media: Technology, Design, Practice
Cambridge, Mass; London: MIT Press (2016), xii, 648 pp.
"This book examines the use of “civic media”—the technologies, designs, and practices that support connection through common purpose in civic, political, and social life. Scholars from a range of disciplines and practitioners from a variety of organizations offer analyses and case studies that
...
Case Study: Mídia NINJA and the Rise of Citizen Journalism in Brazil
In: Civic Media: Technology, Design, Practice
Cambridge, Mass; London: MIT Press (2016), pp. 527-532
Video Games Around the World
Deep Insights
Cambridge, Mass.; London: MIT Press (2015), xiv, 697 pp.
"Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and cultur
...
Low Power to the People: Pirates, Protest, and Politics in FM Radio Activism
Cambridge, Mass.; London: MIT Press (2014), xxvi, 271 pp.
Making Democracy Fun: How Game Design can Empower Citizens and Transform Politics
Cambridge, Mass.: MIT Press (2014), viii, 267 pp.
"In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable pro
...
DIY Citizenship: Critical Making and Social Media
Cambridge, Mass.; London: MIT Press (2014), x, 450 pp.
"Today, DIY- do-it-yourself - describes more than self-taught carpentry. Social media enables DIY citizens to organize and protest in new ways (as in Egypt's "Twitter revolution" of 2011) and to repurpose corporate content (or create new user-generated content) in order to offer political counternar
...
Technologies of Choice? ICTs, Development, and the Capabilities Approach
Cambridge, Mass.: MIT Press (2013), xii, 267 pp.
"Drawing on Amartya Sen's capabilities approach to development - which shifts the focus from economic growth to a more holistic, freedom-based idea of human development - Dorothea Kleine examines the relationship between ICTs, choice, and development. Kleine proposes a conceptual framework, the Choi
...
Invisible Users: Youth in the Internet Cafés of Urban Ghana
Cambridge, Mass; London: MIT Press (2012), xi, 235 pp.
"The urban youth frequenting the Internet cafés of Accra, Ghana, who are decidedly not members of their country's elite, use the Internet largely as a way to orchestrate encounters across distance and amass foreign ties--activities once limited to the wealthy, university-educated classes. The Inter
...
Access Contested: Security, Identity, and Resistance in Asian Cyberspace
Cambridge, Mass.; Ottawa et al.: MIT Press; International Development Research Centre (IDRC) (2012), xv, 414 pp.
Access Controlled: The Shaping of Power, Rights, and Rule in Cyberspace
Cambridge, Mass.; London: MIT Press (2010), xvi, 617 pp.
"Internet censorship and surveillance becomes more sophisticated. The first-generation controls like China's "Great Firewall" are being replaced by techniques that include strategically timed distributed denial-of-service (DDoS) attacks, targeted malware, take-down notices and stringent terms-of-usa
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Digital Youth, Innovation, and the Unexpected
Cambridge: MIT Press (2008), ix, 258 pp.
"This volume examines the core issues that arise when digital media use results in unintended learning experiences and unanticipated social encounters. The contributors examine the complex mix of emergent practices and developments online and elsewhere that empower young users to function as drivers
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Learning Race and Ethnicity: Youth and Digital Media
Cambridge, Mass.: MIT Press (2008), 197 pp.
Handbook of Mobile Communication Studies
Cambridge, Mass.; London: MIT Press (2008), ix, 472 pp.
"This book offers a view of the cultural, family, and interpersonal consequences of mobile communication across the globe. Scholars analyze the effect of mobile communication on all parts of life, from the relationship between literacy and the textual features of mobile phones to the use of ringtone
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Digital Media and Democracy: Tactics in Hard Times
Cambridge, Mass.: MIT Press (2008), viii, 464 pp.
The Ecology of Games: Connecting Youth, Games, and Learning
Cambridge: MIT Press (2008), ix, 278 pp.
"In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games
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Civic Life Online: Learning How Digital Media Can Engage Youth
Cambridge: MIT Press (2008), ix, 206 pp.
"Young people today have grown up living substantial portions of their lives online, seeking entertainment, social relationships, and a place to express themselves. It is clear that participation in online communities is important for many young people, but less clear how this translates into civic
...