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Mobilizing Fun in the Production and Consumption of Childrens SoftwareAnnenberg Center for Communication This article describes the relation between the production, distribution, and consumption of childrens 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 childrens educational software and how related products are marketed, the article then turns to examples of play with childrens software that are drawn from ethnographic fieldwork. The cultural opposition between entertainment and education is a compelling dichotomya pair of material, semiotic, technical genresthat 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 childrens software and then looks at instance of play in the after-school computer clubs that mobilize entertainment and fun as social resources.
Key Words: childrens software childrens media inter-active media play computer games software industry
The ANNALS of the American Academy of Political and Social Science, Vol. 597, No. 1,
82-102 (2005) |
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