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Born Digital: Understanding the First Generation of Digital by John Palfrey, Urs Gasser

By John Palfrey, Urs Gasser

The 1st iteration of 'Digital Natives'; teenagers who have been born into and raised within the electronic global; are coming of age, and shortly our international can be reshaped of their picture. Our financial system, our politics, our tradition, or even the form of our family members existence could be eternally reworked. yet who're those electronic Natives? and what's the realm they're developing going to seem like?

In 'Born Digital', prime net and know-how specialists John Palfrey and Urs Gasser supply a sociological portrait of those adolescents, who can appear, even to these basically a new release older, either terribly refined and unusually slim. Exploring a large diversity of matters, from the hugely philosophical to the in basic terms functional, 'Born Digital' could be crucial examining for folks, academics, and the myriad of stressed adults who are looking to comprehend the electronic current and form the electronic destiny.

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For young people in the digital age, there’s an extent to which this traditional bifurcation holds—but it is, in fact, a very limited extent. Digital Natives are certainly experimenting with multiple identities. Sometimes, they are recreating or amplifying aspects of their real-space identities when 0465005154-Palfrey:Layout 1 6/16/08 2:29 PM Page 35 IDENTITIES 35 they go online. 36 Or he or she may have a range of different online identities: one in MySpace, another in Facebook, one or more in World of Warcraft.

Between the Lions includes free, interactive games that involve kids in fun exercises related to reciting the alphabet, identifying synonyms, and other early steps toward literacy. It uses characters from the TV show of the same name. Parents like the games, too, because they come from a safe, credible source and help their kids learn to read. But there’s a catch: In order to play the games, Andy (or his mom, more likely) has to download a bit of software made by a big technology company, Adobe.

But there’s a catch: In order to play the games, Andy (or his mom, more likely) has to download a bit of software made by a big technology company, Adobe. Big technology companies, as we’ll see, hold enormous amounts of data about individuals. In the process of downloading the software, Andy’s mom is prompted to tell Adobe whether she is over eighteen or not and provide her name and her e-mail address. If she creates an account for Andy, another few entries in the Digital Native’s distributed digital file, held in another set of corporate hands, is born.

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