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An exploration of games as systems in which young people participate as gamers, producers, and learners.
Why media panics about online dangers overlook another urgent concern: creating equitable online opportunities for marginalized youth.
How communication technologies meant to empower people with speech disorders-to give voice to the voiceless-are still subject to disempowering structural inequalities.
An examination of young people's everyday new media practices-including video-game playing, text-messaging, digital media production, and social media use.
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