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Mizuko Ito

Dados Biográficos

ID3701393
NOMEMizuko Ito
PRENOMESMizuko
SOBRENOMEIto
ASSINATURAITO M
AFILIAÇÕESUniversity of California, Irvine
ORCID0000-0002-8290-4956
VERIFICADOSim
TOTAL DE OBRAS25
TOTAL DE CITAÇÕES22
TOTAL COMO AUTOR24
TOTAL COMO EDITOR3
PRIMEIRO ANO DE PUBLICAÇÃO1996
ANO MAIS RECENTE DE PUBLICAÇÃO2025
ÍNDICE H3
  • Exploring HCI Neurodiversity Research in Japan

    Annuska Zolyomi, LouAnne Boyd et al.•ARTICLE•interactions•2025

    In this section, we feature reports from conferences, symposia, workshops, and similar events, focusing on discussions where the boundaries of HCI and UX are being challenged and where debate is lively and ongoing

  • “We hear everyday, ‘this isn’t me.’” Navigating tensions and opportunities to translate interests toward entrepreneurial making

    Open Access•Maggie Dahn, Kylie Peppler et al.•ARTICLE•Frontiers in Education•2023

    Out-of-school time (OST) makerspaces are spaces for youth to engage in exploratory practices and deepen STEM interests in personally meaningful ways. Many youth—especially teens—additionally benefit from supportive relationships (e.g., caring adult mentors, peer mentors) in these spaces to help them uncover their interests and translate them into long-term trajectories of maker practice. Using a connected learning lens, this paper focuses on supp…

  • Making Connections to and From Out-of-School Experiences

    Open Access•Maggie Dahn, Kylie Peppler et al.•ARTICLE•Review of Research in Education•2023

    This chapter surfaces examples of the ways educators, programs, and families are making connections to and from out-of-school time (OST) experiences and into other contexts in learners’ lives, including additional programs, homes, communities, and schools. Through a review, the authors test, refine, and expand a design framework for connections across settings described in connected learning scholarship and identify shared goals and outcome indic…

  • Connected Arts Learning

    Open Access•Kylie Peppler, Maggie Dahn et al.•ARTICLE•Review of Research in Education•2022

    This review brings together scholarship from creative educational experiences (CEE) and connected learning to describe a connected arts learning framework, reframing arts education in the 21st century with a focus on connecting youths’ interest-driven art making to opportunities through supportive relationships. Such a framework pushes the arts education field to consider outcomes beyond artistic skill acquisition and academic achievement to incl…

  • Hanging Out, Messing Around, and Geeking Out

    Open Access•Mizuko Ito, Sonja Baumer et al.•BOOK•Hanging Out, Messing Around, and…•2019

    An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intri…

  • Hanging Out, Messing Around, and Geeking Out

    Mizuko Ito, Annie Manion et al.•BOOK•Hanging Out, Messing Around, and…•2019

  • Personal, Portable, Pedestrian

    Mizuko Ito, Misa Matsuda et al.•BOOK•Personal, Portable, Pedestrian•2018

    This talk will review ethnographic studies of how mobile messaging and Internet use are embedded in the social networks and cultural ecologies of Japanese youth. These cases will be discussed in relation to the broader trend towards portable and ubiquitous media forms that make digital content and communication highly personalized and seamlessly integrated with more and more settings of everyday life in Japan. The central argument is that current…

  • Ethics of Fansubbing in Anime’s Hybrid Public Culture

    Mizuko Ito•CHAPTER•2018

  • Fandom Unbound

    Mizuko Ito, Daisuke Okabe et al.•BOOK•Fandom Unbound•2017

    In recent years, otaku culture has emerged as one of Japan’s major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan’s identity at home and abroad. In the American context, the word otaku is best translated as “geek”—an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of…

  • Learning connected civics

    Open Access•Mizuko Ito, Elisabeth Soep et al.•ARTICLE•Curriculum Inquiry•2015•Citada por: 9•Referências: 9

    Bringing together popular culture studies and sociocultural learning theory, in this paper we formulate the concept of “connected civics,” grounded in the idea that young people today are engaging in new forms of politics that are profoundly participatory. Often working in collaboration with adult allies, they leverage digital media and emerging modes of connectivity to achieve voice and influence in public spheres. The rise of participatory poli…

  • Fandom Unbound

    Mizuko Ito, Daisuke Okabe et al.•BOOK•Fandom Unbound•2012

  • Machinima in a Fanvid Ecology

    Open Access•Mizuko Ito•ARTICLE•Journal of Visual Culture•2011

    The author discusses machinima in relation to a proliferating family of emerging DIY fanvids, remixes, and parodies spawning on the internet today. Like many other forms of DIY video, machinima is the byproduct of the creative energies of popular culture enthusiasts, fueled by increasingly accessible digital media production tools and online video distribution. Although machinima’s roots in gaming platforms and cultures make it unique, it shares …

  • The rewards of non-commercial production

    Open Access•Mizuko Ito•ARTICLE•First Monday•2010

    Anime music videos (AMVs) are remix videos made by overseas fans of Japanese animation. This paper describes the organization of the AMV scene in order to illuminate some of the key characteristics of a robust networked subculture centered on the production of transformative works. Fan production that appropriates commercial culture occupies a unique niche within our creative cultural landscape. Unlike professional production and many other forms…

  • Whyville as a Networked Learning Environment

    Open Access•Mizuko Ito•ARTICLE•Games and Culture•2010•Referências: 3

  • Living and Learning with New Media

    Open Access•Mizuko Ito, Heather A Horst et al.•BOOK•Living and Learning with New Media•2009

    This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical dat…

  • Hanging Out, Messing Around, and Geeking Out

    Open Access•Mizuko Ito, Judd Antin et al.•BOOK•Hanging out, messing around, and…•2009

    An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intri…

  • Living and Learning with New Media

    Becky Herr-Stephenson, C J Pascoe et al.•BOOK•Living and Learning with New Media•2009

  • Living and Learning with New Media

    Open Access•Mizuko Ito, Heather A Horst et al.•CHAPTER•Living and Learning with New Media•2009

    Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. They have so permeated young lives that it is hard to believe that less than a decade ago these technologies barely existed. Today’s youth may be coming of age and struggling for autonomy and identity as did their predecessors, but they are doing so amid new worlds for communication, friendship, play, and self-ex…

  • Culture

    A Russell, Mizuko Ito et al.•CHAPTER•Networked publics•2008

  • Engineering Play

    Open Access•Mizuko Ito•ARTICLE•Discourse Studies in the Cultural…•2006•Citada por: 1•Referências: 1

    The late 1980s saw the emergence of a new genre of instructional media, ‘edutainment’, which utilized the capabilities of multimedia personal computers to animate software designed to both educate and entertain young children. This paper describes the production of, marketing of and play with edutainment software as a contemporary example of long-standing tensions between the cultural categories of education and entertainment, play and learning. …

  • Mobilizing Fun in the Production and Consumption of Children’s Software

    Open Access•Mizuko Ito•ARTICLE•The Annals of the American…•2005•Citada por: 3•Referências: 1

    This article describes the relation between the production, distribution, and consumption of children’s software, focusing on how genres of “entertainment” and “education” structure everyday practice; institutions; and our understandings of childhood, play, and learning. Starting with a description of how the vernaculars of popular visual culture and entertainment found their way into children’s educational software and how related products are m…

  • Réseaux intimes

    Mizuko Ito, Daisuke Okabe•ARTICLE•Réseaux•2005•Referências: 2

    L’objet de cette publication est de décrire les contextes sociaux, culturels et historiques qui structurent les pratiques actuelles de messagerie-texte des jeunes Japonais. Nous verrons tout d’abord de quelle manière la messagerie mobile a été structurée par les géométries de puissance des lieux existants tels que la maison, l’école et les lieux publics. Ensuite, nous présenterons le contexte social central dans lequel se situe la pratique de la …

  • Personal Portable Pedestrian

    Open Access•Mizuko Ito•ARTICLE•Japan focus•2005

    Ever since rapid adoption of the mobile Internet in the late nineties, Japanese mobile phone use has been the object of international attention. Although other countries have led in terms of wireless technology development, mobile phone adoption rates, and certain usage patterns (such as political mobilization), Japan is considered by many to define the future of mobile phone use. In addition to high rates of adoption of Internet-enabled mobile p…

  • Making a place for seniors on the Net

    Open Access•Mizuko Ito, Vicki L O'Day et al.•ARTICLE•ACM SIGCAS Computers and Society•2001

    article Share on Making a place for seniors on the Net: SeniorNet, senior identity, and the digital divide Authors: Mizuko Ito National Institute for Educational Policy Research of Japan, Tokyo, Japan National Institute for Educational Policy Research of Japan, Tokyo, JapanView Profile , Vicki L. O'Day Univ. of California, Santa Cruz, Santa Cruz, CA Univ. of California, Santa Cruz, Santa Cruz, CAView Profile , Annette Adler Agilent Labs, Palo Alt…

  • Network Communities

    Open Access•Elizabeth D Mynatt, Vicki L O'Day et al.•ARTICLE•Computer Supported Cooperative…•1998

Próximo
  • Learning connected civics

    Open Access•Mizuko Ito, Elisabeth Soep et al.•ARTICLE•Curriculum Inquiry•2015•Citada por: 9•Referências: 9

    Bringing together popular culture studies and sociocultural learning theory, in this paper we formulate the concept of “connected civics,” grounded in the idea that young people today are engaging in new forms of politics that are profoundly participatory. Often working in collaboration with adult allies, they leverage digital media and emerging modes of connectivity to achieve voice and influence in public spheres. The rise of participatory poli…

  • Theory, Method, and Design in Anthropologies of the Internet

    Open Access•Mizuko Ito•ARTICLE•Social Science Computer Review•1996•Citada por: 9•Referências: 4

    The study of the Internet challenges the anthropologist on many fronts. It demands a robust theoretical engagement with the technologies and semiotics of digital information and their relation to material and social realities. It calls for a redefinition of many core methodological touchstones such as "fieldwork" and "participant observation." Finally, the study of the Internet requires the analyst to engage self-reflexively in the study of and a…

  • Mobilizing Fun in the Production and Consumption of Children’s Software

    Open Access•Mizuko Ito•ARTICLE•The Annals of the American…•2005•Citada por: 3•Referências: 1

    This article describes the relation between the production, distribution, and consumption of children’s software, focusing on how genres of “entertainment” and “education” structure everyday practice; institutions; and our understandings of childhood, play, and learning. Starting with a description of how the vernaculars of popular visual culture and entertainment found their way into children’s educational software and how related products are m…

  • Engineering Play

    Open Access•Mizuko Ito•ARTICLE•Discourse Studies in the Cultural…•2006•Citada por: 1•Referências: 1

    The late 1980s saw the emergence of a new genre of instructional media, ‘edutainment’, which utilized the capabilities of multimedia personal computers to animate software designed to both educate and entertain young children. This paper describes the production of, marketing of and play with edutainment software as a contemporary example of long-standing tensions between the cultural categories of education and entertainment, play and learning. …

  • Theory, Method, and Design in Anthropologies of the Internet

    Open Access•Mizuko Ito•ARTICLE•Social Science Computer Review•1996•Citada por: 9•Referências: 4

    The study of the Internet challenges the anthropologist on many fronts. It demands a robust theoretical engagement with the technologies and semiotics of digital information and their relation to material and social realities. It calls for a redefinition of many core methodological touchstones such as "fieldwork" and "participant observation." Finally, the study of the Internet requires the analyst to engage self-reflexively in the study of and a…

  • Virtually Embodied

    Mizuko Ito•CHAPTER•Internet Culture•1997

  • Network Communities

    Open Access•Elizabeth D Mynatt, Vicki L O'Day et al.•ARTICLE•Computer Supported Cooperative…•1998

  • Making a place for seniors on the Net

    Open Access•Mizuko Ito, Vicki L O'Day et al.•ARTICLE•ACM SIGCAS Computers and Society•2001

    article Share on Making a place for seniors on the Net: SeniorNet, senior identity, and the digital divide Authors: Mizuko Ito National Institute for Educational Policy Research of Japan, Tokyo, Japan National Institute for Educational Policy Research of Japan, Tokyo, JapanView Profile , Vicki L. O'Day Univ. of California, Santa Cruz, Santa Cruz, CA Univ. of California, Santa Cruz, Santa Cruz, CAView Profile , Annette Adler Agilent Labs, Palo Alt…

  • Mobilizing Fun in the Production and Consumption of Children’s Software

    Open Access•Mizuko Ito•ARTICLE•The Annals of the American…•2005•Citada por: 3•Referências: 1

    This article describes the relation between the production, distribution, and consumption of children’s software, focusing on how genres of “entertainment” and “education” structure everyday practice; institutions; and our understandings of childhood, play, and learning. Starting with a description of how the vernaculars of popular visual culture and entertainment found their way into children’s educational software and how related products are m…

  • Réseaux intimes

    Mizuko Ito, Daisuke Okabe•ARTICLE•Réseaux•2005•Referências: 2

    L’objet de cette publication est de décrire les contextes sociaux, culturels et historiques qui structurent les pratiques actuelles de messagerie-texte des jeunes Japonais. Nous verrons tout d’abord de quelle manière la messagerie mobile a été structurée par les géométries de puissance des lieux existants tels que la maison, l’école et les lieux publics. Ensuite, nous présenterons le contexte social central dans lequel se situe la pratique de la …

  • Personal Portable Pedestrian

    Open Access•Mizuko Ito•ARTICLE•Japan focus•2005

    Ever since rapid adoption of the mobile Internet in the late nineties, Japanese mobile phone use has been the object of international attention. Although other countries have led in terms of wireless technology development, mobile phone adoption rates, and certain usage patterns (such as political mobilization), Japan is considered by many to define the future of mobile phone use. In addition to high rates of adoption of Internet-enabled mobile p…

  • Engineering Play

    Open Access•Mizuko Ito•ARTICLE•Discourse Studies in the Cultural…•2006•Citada por: 1•Referências: 1

    The late 1980s saw the emergence of a new genre of instructional media, ‘edutainment’, which utilized the capabilities of multimedia personal computers to animate software designed to both educate and entertain young children. This paper describes the production of, marketing of and play with edutainment software as a contemporary example of long-standing tensions between the cultural categories of education and entertainment, play and learning. …

  • Culture

    A Russell, Mizuko Ito et al.•CHAPTER•Networked publics•2008

  • Living and Learning with New Media

    Open Access•Mizuko Ito, Heather A Horst et al.•BOOK•Living and Learning with New Media•2009

    This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical dat…

  • Hanging Out, Messing Around, and Geeking Out

    Open Access•Mizuko Ito, Judd Antin et al.•BOOK•Hanging out, messing around, and…•2009

    An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intri…

  • Living and Learning with New Media

    Becky Herr-Stephenson, C J Pascoe et al.•BOOK•Living and Learning with New Media•2009

  • Living and Learning with New Media

    Open Access•Mizuko Ito, Heather A Horst et al.•CHAPTER•Living and Learning with New Media•2009

    Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. They have so permeated young lives that it is hard to believe that less than a decade ago these technologies barely existed. Today’s youth may be coming of age and struggling for autonomy and identity as did their predecessors, but they are doing so amid new worlds for communication, friendship, play, and self-ex…

  • The rewards of non-commercial production

    Open Access•Mizuko Ito•ARTICLE•First Monday•2010

    Anime music videos (AMVs) are remix videos made by overseas fans of Japanese animation. This paper describes the organization of the AMV scene in order to illuminate some of the key characteristics of a robust networked subculture centered on the production of transformative works. Fan production that appropriates commercial culture occupies a unique niche within our creative cultural landscape. Unlike professional production and many other forms…

  • Whyville as a Networked Learning Environment

    Open Access•Mizuko Ito•ARTICLE•Games and Culture•2010•Referências: 3

  • Machinima in a Fanvid Ecology

    Open Access•Mizuko Ito•ARTICLE•Journal of Visual Culture•2011

    The author discusses machinima in relation to a proliferating family of emerging DIY fanvids, remixes, and parodies spawning on the internet today. Like many other forms of DIY video, machinima is the byproduct of the creative energies of popular culture enthusiasts, fueled by increasingly accessible digital media production tools and online video distribution. Although machinima’s roots in gaming platforms and cultures make it unique, it shares …

  • Fandom Unbound

    Mizuko Ito, Daisuke Okabe et al.•BOOK•Fandom Unbound•2012

  • Learning connected civics

    Open Access•Mizuko Ito, Elisabeth Soep et al.•ARTICLE•Curriculum Inquiry•2015•Citada por: 9•Referências: 9

    Bringing together popular culture studies and sociocultural learning theory, in this paper we formulate the concept of “connected civics,” grounded in the idea that young people today are engaging in new forms of politics that are profoundly participatory. Often working in collaboration with adult allies, they leverage digital media and emerging modes of connectivity to achieve voice and influence in public spheres. The rise of participatory poli…

  • Fandom Unbound

    Mizuko Ito, Daisuke Okabe et al.•BOOK•Fandom Unbound•2017

    In recent years, otaku culture has emerged as one of Japan’s major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan’s identity at home and abroad. In the American context, the word otaku is best translated as “geek”—an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of…

  • Personal, Portable, Pedestrian

    Mizuko Ito, Misa Matsuda et al.•BOOK•Personal, Portable, Pedestrian•2018

    This talk will review ethnographic studies of how mobile messaging and Internet use are embedded in the social networks and cultural ecologies of Japanese youth. These cases will be discussed in relation to the broader trend towards portable and ubiquitous media forms that make digital content and communication highly personalized and seamlessly integrated with more and more settings of everyday life in Japan. The central argument is that current…

  • Ethics of Fansubbing in Anime’s Hybrid Public Culture

    Mizuko Ito•CHAPTER•2018

  • Hanging Out, Messing Around, and Geeking Out

    Open Access•Mizuko Ito, Sonja Baumer et al.•BOOK•Hanging Out, Messing Around, and…•2019

    An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intri…

  • Hanging Out, Messing Around, and Geeking Out

    Mizuko Ito, Annie Manion et al.•BOOK•Hanging Out, Messing Around, and…•2019

  • Connected Arts Learning

    Open Access•Kylie Peppler, Maggie Dahn et al.•ARTICLE•Review of Research in Education•2022

    This review brings together scholarship from creative educational experiences (CEE) and connected learning to describe a connected arts learning framework, reframing arts education in the 21st century with a focus on connecting youths’ interest-driven art making to opportunities through supportive relationships. Such a framework pushes the arts education field to consider outcomes beyond artistic skill acquisition and academic achievement to incl…

  • “We hear everyday, ‘this isn’t me.’” Navigating tensions and opportunities to translate interests toward entrepreneurial making

    Open Access•Maggie Dahn, Kylie Peppler et al.•ARTICLE•Frontiers in Education•2023

    Out-of-school time (OST) makerspaces are spaces for youth to engage in exploratory practices and deepen STEM interests in personally meaningful ways. Many youth—especially teens—additionally benefit from supportive relationships (e.g., caring adult mentors, peer mentors) in these spaces to help them uncover their interests and translate them into long-term trajectories of maker practice. Using a connected learning lens, this paper focuses on supp…

Sociology (18 obras) · Computer Science (17 obras) · Political science (13 obras) · Impact of Technology on Adolescents (8 obras) · Media studies (8 obras) · Literacy, Media, and Education (7 obras) · Social science (7 obras) · Art (6 obras) · Psychology (6 obras) · Digital Games and Media (5 obras)

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