Scholarship concerning youth, participation and media tends to celebrate the liberatory potential of both local and global youth engagement with networked technologies produced by the exponential rise in access to participatory media (Lesko & Talburt, 2012; MacIntosh, Poyntz, & Bryson, 2012). However, celebratory accounts of youth and media foreclose on the possibilities that research practices might document the multiple actualities and outcomes pertinent to an assessment of both: a) how young people navigate social justice and social media and b) what is produced in these landscapes of mediatic labour and relationality. This multi-sited qualitative research addresses this analytical gap by documenting the transnational relationships tha...
This ethnographic study investigates the effects of digital technologies, social languages, and role...
The emergence of new media, devices, narratives and practices has compelled media literacy scholars ...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...
This dissertation tries to deal critically with the common utilization of media literacy as skilled-...
Drawn from more than two years of ethnographic data collection, this dissertation study explores the...
The present generation of young people, unlike its predecessors, lives in an increasingly globalizin...
Through stories of youth using their many voices in and out of school to explore and express their i...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...
Foreword by Christiane Amanpour. This publication grew out of the International Youth Foundation's (...
Global Action Project (GAP) is a nonprofit organization in New York City founded in 1991 with the go...
In an information age of youth social movements, Youth Media Matters examines how young people are u...
Mediated Identities is an empirical examination of how youth identity is negotiated in urban and rur...
Over the past decade the introduction of networked and digital media has dramatically altered the me...
Part of the Volume on Youth, Identity, and Digital MediaHow do youth use media and technology as the...
Over the past decade the introduction of networked and digital media has dramatically altered the me...
This ethnographic study investigates the effects of digital technologies, social languages, and role...
The emergence of new media, devices, narratives and practices has compelled media literacy scholars ...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...
This dissertation tries to deal critically with the common utilization of media literacy as skilled-...
Drawn from more than two years of ethnographic data collection, this dissertation study explores the...
The present generation of young people, unlike its predecessors, lives in an increasingly globalizin...
Through stories of youth using their many voices in and out of school to explore and express their i...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...
Foreword by Christiane Amanpour. This publication grew out of the International Youth Foundation's (...
Global Action Project (GAP) is a nonprofit organization in New York City founded in 1991 with the go...
In an information age of youth social movements, Youth Media Matters examines how young people are u...
Mediated Identities is an empirical examination of how youth identity is negotiated in urban and rur...
Over the past decade the introduction of networked and digital media has dramatically altered the me...
Part of the Volume on Youth, Identity, and Digital MediaHow do youth use media and technology as the...
Over the past decade the introduction of networked and digital media has dramatically altered the me...
This ethnographic study investigates the effects of digital technologies, social languages, and role...
The emergence of new media, devices, narratives and practices has compelled media literacy scholars ...
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones...