Computer games, the Internet, and other new communications media are often seen to pose threats and dangers to young people; but they also provide new opportunities for creativity and self-determination. As we start to look beyond the immediate hopes and fears that new technologies often provoke, there is a growing need for in-depth empirical research. "Digital Generations" presents a range of exciting and challenging new work on children, young people, and new digital media. The book is organized in terms of four key themes: Play and Gaming, The Internet, Identities and Communities Online, and Learning and Education. The book brings together researchers from a range of academic disciplines - including media and cultural studies, anthropology, sociology, psychology and education - and will be of interest to a wide readership of researchers, students, practitioners in digital media, and educators.
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