This page contains references to books and journal articles that may be of interest to readers of this blog. All resources are available through Queensland University of Technology Library.
Alvermann, D.E. (Ed), (2010). Adolescent’s online Llteracies: connecting classrooms, digital media, and popular culture. New York : Peter Lang.
Beavis, C., O’Mara, J. and McNeice, L. (Eds), (2012). Digital games: literacy in action. Kent Town: Wakefield Press.
Gray, J., Sandvoss, C. and Lee Harrington, C. (Eds), (2007). Fandom: identities and communities in a mediated world. New York : New York University Press.
Jenkins, H. (2013). Textual poachers: television fans and participatory culture (updated twentieth anniversary edition). New York : Routledge.
Johnson, N.F., (2009). The multiplicities of internet addiction: the misrecognition of leisure and learning. Farnum: Ashgate.
Johnson, S. (2005). Everything bad is good for you : how today’s popular culture is actually making us smarter. New York: Riverhead Books.
Lankshear, C. and Knobel, M. (Eds), (2013). A new literacies reader: educational perspectives. New York: Peter Lang.
Manuel, J. and Brindley, S. (Eds), (2012). Teenagers and reading: literary heritages, cultural contexts and contemporary reading practices. Kent Town: Wakefield Press.
Wheeler, S. (Ed.), (2009). Connected minds, emerging cultures: cybercultures in online learning. Charlotte NC: Information Age Publishing.
Williams, B.T. & Zenger, A.A. (Eds), (2012). New media literacies and participatory popular culture across borders. New York: Routledge.
Adachi, P.J.C. and Willoughby, T., (2012). Do video games promote positive youth development? Journal of Adolescent Research, 28(2), 155-165. doi:10.1177/0743558412464522
Alvermann, D.E., Marshall, J.D., McLean, C., Huddleston, A.P., Joaquin, J. and Bishop, J. (2012). Adolescents’ Web-based literacies, identity construction, and skill development. Literacy Research and Instruction, 51. 179-195. doi:10.1080/19388071.2010.523135
Debies-Carl, J.S., (2013). Are the kids alright? A critique and agenda for taking youth cultures seriously. Social Science Information, 52(1), 110-133. doi: 10.1177/0539018412466636
Fukunaga, N., (2006). “Those anime students”: Foreign language literacy development through Japanese popular culture. Journal of Adolescent and Adult Literacy, 50(3), 206-222. doi:10.1598/JAAL.50.3.5
Glass, P.G., (2012). Doing scene: Identity, space, and the interactional accomplishment of youth culture. Journal of Contemporary Ethnography, 41(6), 695-716.
Kral, I., (2011). Youth media as cultural practice: Remote Indigenous youth speaking out loud. Australian Aboriginal Studies, 2011/1, 4-16.
Oliver, M. and Carr, D., (2009). Learning in virtual worlds: using communities of practice to explain how people learn from play. British Journal of Educational Technology, 40(3), 444-457. doi: 10.1111/j.1467-8535.2009.00945.x
Tanti, C., Stukas, A.A., Halloran, M.J. and Foddy, M. Social identity change: Shifts in social identity during adolescence. Journal of Adolescence, 34, 555-567. doi: 10.1016/j.adolescence.2010.05.012
Zhong, Z., (2011). The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital. Computers in Human Behaviour, 27(2011), 2352-2363. doi: 10.1016/j.chb.2011.04.014