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

Bibliographic Data

ID9762341
AuthorsMizuko Ito (0000-0002-8290-4956, Annenberg Center for Communication, corresponding author)
Year2005
Volume597
Issue1
Pages82-102
Publication date2005-01-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueThe Annals of the American Academy of Political and Social Science (JOURNAL)
Journal identifiersISSN: 0002-7162 • E-ISSN: 1552-3349
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/0002716204270191
OpenAlexW2036547092
LanguageEN
Citations received4
References cited4

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 marketed, the article then turns to examples of play with children’s software that are drawn from ethnographic fieldwork. The cultural opposition between entertainment and education is a compelling dichotomy—a pair of material, semiotic, technical genres—that manifests in a range of institutionalized relations. After first describing a theoretical commitment to discursive analysis, this article presents the production and marketing context that structures the entertainment genre in children’s software and then looks at instance of play in the after-school computer clubs that mobilize entertainment and fun as social resources

Advertising · Art · Business · Consumption (sociology · Context (archaeology · Economics · Entertainment · Ethnography · Everyday life · Linguistics · Media studies · Multimedia · Opposition (politics · Political science · Politics · Production (economics · Public relations · Semiotics · Social science · Sociology · Visual arts · Anthropology · Computer Science · Digital Games and Media · Gender, Feminism, and Media · History · Law · Literacy, Media, and Education · Software

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    Open Access•Gabriel E Hales, Keith N Hampton•Information Communication & Society•2026

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    Open Access•Chris Zomer, Xinyu Zhao et al.•Discourse Studies in the Cultural…•2025

  • The new 'tween' music industry

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  • Engineering Play

    Open Access•Mizuko Ito•Discourse Studies in the Cultural…•2006

  • Pushing Boundaries

    Open Access•Olga A Vásquez, Lucinda Pease-Alvarez et al.•Pushing Boundaries•1994

  • The second self: Computers and the human spirit

    Open Access•William D Taylor, Suzanne K Damarin•ECTJ•1985

  • The Second Self

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Unique citing works4
Citations per year0,2
Citation span2006 - 2026 (21)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 4

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