Mizuko Ito
Dados Biográficos
| ID | 3701393 |
|---|---|
| NOME | Mizuko Ito |
| PRENOMES | Mizuko |
| SOBRENOME | Ito |
| ASSINATURA | ITO M |
| AFILIAÇÕES | University of California, Irvine |
| ORCID | 0000-0002-8290-4956 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 25 |
| TOTAL DE CITAÇÕES | 22 |
| TOTAL COMO AUTOR | 24 |
| TOTAL COMO EDITOR | 3 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 1996 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2025 |
| ÍNDICE H | 3 |
Exploring HCI Neurodiversity Research in Japan
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
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
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
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
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
Personal, Portable, Pedestrian
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
Fandom Unbound
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
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
Machinima in a Fanvid Ecology
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
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
Living and Learning with New Media
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
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
Living and Learning with New Media
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
Engineering Play
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
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
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
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
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
Learning connected civics
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
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
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
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
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
Network Communities
Making a place for seniors on the Net
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
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
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
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
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
Living and Learning with New Media
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
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
Living and Learning with New Media
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
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
Machinima in a Fanvid Ecology
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
Learning connected civics
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
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
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
Hanging Out, Messing Around, and Geeking Out
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
Connected Arts Learning
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
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)