Children and Media Outside the Home Playing and Learning in After-School Care

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  • Format: Hardcover
  • Copyright: 2008-08-15
  • Publisher: Palgrave Macmillan
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Karen Orr Vered demonstrates how children's media play contributes to their acquisition of media literacy. Theorizing after-school care as intermediary space, a large-scale ethnographic study informs this theory-rich and practical discussion of children's media use beyond home and classroom.

Author Biography

KAREN ORR VERED is Senior Lecturer in Screen Studies and Digital Media Studies at Flinders University, Australia.

Table of Contents

List of Figuresp. vii
Acknowledgementsp. viii
Introductionp. 1
Informal Learning and Media in After-School Carep. 5
Mediating media: The case of Harry Potter and the Philosopher's Stonep. 10
Intermediary spacep. 17
Media competency or media literacy: What's the difference?p. 18
Discovery (research methods)p. 23
Childhood and Childcare in Australiap. 29
Women at home and caring for childrenp. 31
OSHC: Law and legacyp. 35
The US model for after-school carep. 39
Children and childhoods: Past and presentp. 43
Children, consumerism, and popular culturep. 46
Media and childhoodp. 47
Public funding and childcare in Australiap. 48
Participation in childcare: Who attends?p. 52
OSHC in South Australia - Childcare, not schoolingp. 54
Media use in OSHC - A few introductory remarksp. 57
Intermediary Spacep. 61
Theorizing OSHC as intermediary spacep. 61
Domestic disruptionsp. 74
Whither the private/public divide?p. 75
Pokemon on the Playgroundp. 77
Migratory media: Pokemon on the playgroundp. 77
The social shape of taking turnsp. 82
Formal regulation and media classificationp. 85
The Place of Media in Children's Leisurep. 91
Principles of playp. 91
Measuring the benefits of playp. 97
Local regulation or the rules in OSHCp. 103
TV and Video in OSHCp. 108
TV monitors and media accessp. 109
TV time and spacep. 110
TV screens and storiesp. 113
Video playbackp. 115
An active audiencep. 118
Digital Games and the Internet in OSHCp. 124
Video game play essentials: Hardware, software, and play spacep. 124
Social gamingp. 125
Software and gaming platformsp. 130
Management and the active gaming culturep. 132
Computers, software, and Internet accessp. 134
Media and play: Finding the balancep. 143
Making Mediap. 146
'Edutainment' - A useful metaphorp. 146
Media recreation/educationp. 147
The media mixp. 148
Movie Magic: Making movies in OSHCp. 149
Consumer practices in the service of media educationp. 151
Star power in kid productionp. 153
Genre and popular film culturep. 154
Talk about moviesp. 155
Special effects and movie spectaclep. 157
Take two: Room for improvementp. 159
Practice and Playp. 165
Theory and practice in children's media playp. 165
The benefits of public recreational media accessp. 170
Ensuring equity and building competency in playp. 172
Managing media play in OSHCp. 173
Media accessp. 174
More than consumption: Media production as playp. 176
Letter and Consent Formp. 180
Kid's Interview Formp. 183
Notesp. 187
Bibliographyp. 190
Indexp. 196
Table of Contents provided by Ingram. All Rights Reserved.

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