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1 The Digital Metamorphosis |
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1 | (14) |
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1 | (5) |
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1.2 Selecting and Introducing the Participants |
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6 | (6) |
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1.3 Dissecting Social Media |
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12 | (1) |
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13 | (2) |
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2 Defining Social Media It's Complicated |
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15 | (30) |
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15 | (3) |
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2.2 Dispelling Some Myths and Moral Panics: What Young People Aren't Doing Online |
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18 | (5) |
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2.3 Understanding `Social Media' |
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23 | (5) |
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28 | (3) |
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2.5 How Young People Define Social Media |
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31 | (5) |
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2.6 Implications for Educational Researchers, Policy Makers, and Educators |
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36 | (1) |
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37 | (8) |
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3 Devices and Technology: How the Way in Which We Access Social Media Affects Our Experiences, Uses, and Identities |
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45 | (26) |
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45 | (1) |
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46 | (6) |
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3.3 Socio-Cultural Grounded Experiences of Technology: `Technology Is Neither Good, nor Bad, nor Is it Neutral' |
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52 | (3) |
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3.4 The Medium Is (Part of) the Message: Technology Changing Uses and Experiences of Social Media |
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55 | (3) |
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3.5 Platforms Are Not Universal Across Devices |
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58 | (1) |
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3.6 The Difference Between `Having' and `Having Access to' Technology |
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59 | (3) |
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3.7 Implications for Educational Researchers, Policy Makers, and Educators |
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62 | (4) |
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66 | (5) |
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4 What's `Social' About Social Media? |
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71 | (22) |
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71 | (4) |
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4.2 From Networking to Not Working: Accounting for the Array of Online Social Experiences |
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75 | (4) |
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4.3 Uses of Social Media Beyond Content Production Alone |
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79 | (2) |
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4.4 Content Collapse: Negotiating Overlaps in Audiences |
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81 | (2) |
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4.5 Moving Beyond Content Production |
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83 | (3) |
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4.6 Implications for Educational Researchers, Policy Makers, and Educators |
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86 | (2) |
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88 | (5) |
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5 Enmeshing the User and Design: How Is Identity Managed Online? |
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93 | (24) |
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93 | (4) |
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5.2 Different Platform, Different Design Features, and Different Social Performances of Identity |
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97 | (5) |
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5.3 The Use of Third-Party Apps to Augment Design and the Effects of This Upon Social Interaction |
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102 | (2) |
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5.4 Accounting for the Offline in Online Identity Performances |
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104 | (4) |
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5.5 Identity Boundary Negotiation Between User and Design: Tactics, Trade-Off, and Compromises |
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108 | (6) |
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5.6 Implications for Educational Researchers, Policy Makers, and Educators |
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114 | (2) |
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116 | (1) |
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6 Comic Theory: A New, Critical, Adaptive Theoretical Framework for Identity Presentation |
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117 | (38) |
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117 | (2) |
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119 | (4) |
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6.3 Accounting for Socio-cultural Resources and Experiences in Identity Performances |
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123 | (3) |
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6.4 Accounting for the Role of `Staging' and `Props' in Identity Performances |
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126 | (7) |
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6.5 Agential Realism and Agential Cuts: Accounting for the Narratives Paths Not Chosen |
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133 | (3) |
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6.6 Narratives in Comic Book Studies: Closure, Intertextuality, and Extratextuality |
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136 | (4) |
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6.7 Introducing Comic Theory: Understanding Identity Performances in Social Media Through the Lens of Comic Books |
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140 | (7) |
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6.8 Conclusion: Designing an Identity |
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147 | (1) |
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148 | (7) |
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7 Critical Digital Citizenship: A Call to Action for Educators and Educational Researchers |
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155 | |
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155 | (1) |
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7.2 Technology as Panacea: The Need to Readdress One-Size-Fits-All Educational Technology |
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156 | (7) |
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7.3 Comic Theory: Considering Design in Online Identity Performances |
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163 | (2) |
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165 | (5) |
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170 | |