This chapter explores how writers respond to interactions with readers and audience members in two technology-mediated writing contexts: a Hunger Games fan’s use of FanFiction.net and a classroom using Scholar to write original narrative texts. The authors look across the two spaces to analyze similarities in how the technology is used to foster interaction with readers and develop writers ’ craft through these interactions. In particular, they analyze how writing functions in each space as a tool, a place, and a way of being. By considering the affordances of these two contexts, the authors argue that technology is changing how we write and learn to write, in and out-of-school, by connecting writers with an audience that can significantly ...
The production of culture is today a matter of ‘user generated content’ and young people are vital p...
This special issue of the Journal of Creative Writing Studies centers on how creative writing change...
In this session, we argue that gaming-related affinity spaces provide models for the development of ...
In order to understand the culture of the physical, virtual, and blended spheres that adolescents in...
Young fanfiction writers use the Internet to build networks of reading, writing, and editing — liter...
Generally downplayed in the literary world as trivial or hack writing, narratives set in established...
According to the National Writing Panel, technology-based writing has helped young people develop as...
In this chapter the authors discuss and informal learning settings such as fan fiction sites and the...
Digital tools and online spaces offer new opportunities for young people to share their creative wor...
A collaborative project working with stage two BA(Hons) Graphic Design students at Falmouth Universi...
This article explores the influence of digital technology on the practice of reading and writing. Ac...
The authors explored adolescents’ literacy practices and identities on newly popular story-sharing p...
The state of writing abilities throughout the United States presents an urgent issue. Low student ac...
Young people write themselves into being through online forms of expression characterised by literat...
Though research demonstrates rich opportunities available to young writers who share their work onli...
The production of culture is today a matter of ‘user generated content’ and young people are vital p...
This special issue of the Journal of Creative Writing Studies centers on how creative writing change...
In this session, we argue that gaming-related affinity spaces provide models for the development of ...
In order to understand the culture of the physical, virtual, and blended spheres that adolescents in...
Young fanfiction writers use the Internet to build networks of reading, writing, and editing — liter...
Generally downplayed in the literary world as trivial or hack writing, narratives set in established...
According to the National Writing Panel, technology-based writing has helped young people develop as...
In this chapter the authors discuss and informal learning settings such as fan fiction sites and the...
Digital tools and online spaces offer new opportunities for young people to share their creative wor...
A collaborative project working with stage two BA(Hons) Graphic Design students at Falmouth Universi...
This article explores the influence of digital technology on the practice of reading and writing. Ac...
The authors explored adolescents’ literacy practices and identities on newly popular story-sharing p...
The state of writing abilities throughout the United States presents an urgent issue. Low student ac...
Young people write themselves into being through online forms of expression characterised by literat...
Though research demonstrates rich opportunities available to young writers who share their work onli...
The production of culture is today a matter of ‘user generated content’ and young people are vital p...
This special issue of the Journal of Creative Writing Studies centers on how creative writing change...
In this session, we argue that gaming-related affinity spaces provide models for the development of ...