Table of Contents
List of Illustrations ix
Acknowledgments xi
About the Contributors xiii
Introduction: Perspectives on Young People and Technologies Sandra Weber Shanly Dixon 1
1 Playspaces, Childhood, and Video games Shanly Dixon Sandra Weber 17
2 "I'm the One Who Makes the Lego Racers Go": Studying Virtual and Actual Play Seth Giddings 37
3 Girls' Adoption of New Technologies Sandra Weber Julia Weber 51
4 The Girls' Room: Negotiating Schoolyard Friendships Online Kelly Boudreau 69
5 "I Think We Must be Normal...There are Too Many of Us for This to be Abnormal!!!": Girls Creating Identity and Forming Community in Pro-Ana/Mia Websites Michele Polak 83
6 Private Writing in Public Spaces: Girls' Blogs and Shifting Boundaries Brandi Bell 97
7 Consuming Fashion and Producing Meaning through Online Paper Dolls Rebekah Witllett 115
8 Producing Gender in Digital Interactions: What Young People Set Out to Achieve through Computer Game Design Caroline Pelletier 131
9 Contexts, Pleasures, and Preferences: Girls Playing Computer Games Diane Carr 151
10 Adolescent Girls' Expression on Web Home Pages: Spirited, Somber, and Self-Conscious Sites Susannah R. Stern 161
11 Playing At and With Popular Teen Culture on "Girl" Websites: The Case of Alice Jacqueline Reid-Walsh 183
12 Girl Culture and Digital Technology in the Age of AIDS Claudia Mitchell Jacqueline Reid-Walsh 197
13 New Girl (and New Boy) at the Internet Café: Digital Divides/Digital Futures Claudia Mitchell Grace Sokoya 213
14 Contested Spaces: Protecting or Inhibiting Girls Online? Leslie Regan Shade 229
15 Reviewing Young Peoples' Engagement with Technology Sandra Weber Shanly Dixon 249
Index 263