Education vs. Entertainment: A Cultural History of Children's Software
M. Ito. The Ecology of Games: Connecting Youth, Games, and Learning, The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, (2007)
DOI: 10.1162/dmal.9780262693646.089
Abstract
This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software—academic, entertainment, and construction—the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted.
%0 Book Section
%1 doi:10.1162/dmal.9780262693646.089
%A Ito, Mizuko
%B The Ecology of Games: Connecting Youth, Games, and Learning
%D 2007
%I The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
%K education games haifa-games-course learning
%P 89-116
%R 10.1162/dmal.9780262693646.089
%T Education vs. Entertainment: A Cultural History of Children's Software
%U http://www.mitpressjournals.org/doi/abs/10.1162/dmal.9780262693646.089
%X This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software—academic, entertainment, and construction—the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted.
@incollection{doi:10.1162/dmal.9780262693646.089,
abstract = {This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software—academic, entertainment, and construction—the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted.},
added-at = {2010-09-16T18:59:30.000+0200},
author = {Ito, Mizuko},
biburl = {https://www.bibsonomy.org/bibtex/2420895ed626ec67587b88991b01516cc/yish},
booktitle = {The Ecology of Games: Connecting Youth, Games, and Learning},
doi = {10.1162/dmal.9780262693646.089},
eprint = {http://www.mitpressjournals.org/doi/pdf/10.1162/dmal.9780262693646.089},
interhash = {4a165bd476e22e3034674ae2677d6b26},
intrahash = {420895ed626ec67587b88991b01516cc},
keywords = {education games haifa-games-course learning},
pages = {89-116},
publisher = {The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning},
timestamp = {2010-09-16T18:59:30.000+0200},
title = {Education vs. Entertainment: A Cultural History of Children's Software},
url = {http://www.mitpressjournals.org/doi/abs/10.1162/dmal.9780262693646.089},
year = 2007
}