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The network communities of SeniorNet., , , , and . ECSCW, page 219-238. Springer, (1999)Intimate Connections: Contextualizing Japanese Youth and Mobile Messaging., and . Computers, Phones, and the Internet, Oxford University Press, (2006)Whyville as a Networked Learning Environment.. Games Cult., 5 (2): 143-148 (2010)Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media, , , , , , , , , and 4 other author(s). MIT Press, (2010)Education vs. Entertainment: A Cultural History of Children's Software. The Ecology of Games: Connecting Youth, Games, and Learning, The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, (2007)The Rewards of Non-commercial Production: Distinctions and Status in the Anime Music Video Scene.. First Monday, (2010)Cemeteries, oak trees, and black and white cows: learning to participate on the internet., , , , and . CSCL, page 45. International Society of the Learning Sciences, (1999)Hanging Out, Messing Around and Geeking Out: Living and Learning with New Media, , , , , , , , , and 12 other author(s). MIT Press, Cambridge, MA, (2009)Network Communities: Something Old, Something New, Something Borrowed?, , , and . Comput. Support. Cooperative Work., 7 (1/2): 123-156 (1998)Connected learning: An agenda for research and design, , , , , , , , and . The Digital Media and Learning Research Hub Reports on Connected Learning, (2013)