Mizuko Ito
#17,702
Most Influential Person Now
Japanese cultural anthropologist
Mizuko Ito's AcademicInfluence.com Rankings
Mizuko Itoanthropology Degrees
Anthropology
#782
World Rank
#1061
Historical Rank
Cultural Anthropology
#104
World Rank
#133
Historical Rank

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Anthropology
Mizuko Ito's Degrees
- PhD Anthropology Stanford University
Why Is Mizuko Ito Influential?
(Suggest an Edit or Addition)According to Wikipedia, Mizuko Itō , sometimes known as Mimi Ito, is a Japanese cultural anthropologist. She is Professor in Residence and John D. and Catherine T. MacArthur Chair in Digital Media and Learning, and Director of the Connected Learning Lab in the Department of Informatics, Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her main professional interest is young people's use of media technology. She has explored the ways in which digital media are changing relationships, identities, and communities.
Mizuko Ito's Published Works
Number of citations in a given year to any of this author's works
Total number of citations to an author for the works they published in a given year. This highlights publication of the most important work(s) by the author
Published Works
- Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009) (1248)
- Connected Learning: An Agenda for Research and Design (2013) (728)
- Hanging out, messing around and geeking out : kid living and learning with new media (2010) (560)
- Living and Learning with New Media: Summary of Findings from the Digital Youth Project (2009) (535)
- Personal, Portable, Pedestrian: Mobile Phones in Japanese Life (2006) (493)
- Mobile Phones, Japanese Youth, and the Re-placement of Social Contact (2005) (321)
- Hanging Out, Messing Around, and Geeking Out (2010) (251)
- Participatory Culture in a Networked Era: A Conversation on Youth, Learning, Commerce, and Politics (2015) (236)
- Technosocial Situations: Emergent Structuring of Mobile E-mail Use (2003) (228)
- Design for network communities (1997) (190)
- Intimate Connections: Contextualizing Japanese Youth and Mobile Messaging (2006) (115)
- Network Communities: Something Old, Something New, Something Borrowed ... (2004) (105)
- Intimate Visual Co-Presence (2005) (93)
- Mobile Communication and Selective Sociality (2006) (87)
- Camera phones changing the definition of picture-worthy (2003) (87)
- Engineering Play: A Cultural History of Children's Software (2009) (85)
- Learning connected civics: Narratives, practices, infrastructures (2015) (70)
- Discourses of Keitai in Japan (2006) (69)
- Personal, Portable, Pedestrian (2006) (63)
- Mobilizing the Imagination in Everyday Play: The Case of Japanese Media Mixes (2010) (62)
- The Mobile-izing Japanese: Connecting to the Internet by PC and Webphone in Yamanashi (2006) (55)
- Making a place for seniors on the Net: SeniorNet, senior identity, and the digital divide (2001) (54)
- The network communities of SeniorNet (1999) (51)
- Personal Portable Pedestrian: Lessons from Japanese Mobile Phone Use (2005) (49)
- Youth Culture and the Shaping of Japanese Mobile Media: Personalization and the Keitai Internet as Multimedia (2006) (42)
- Portable Objects in Three Global Cities: The Personalization of Urban Places (2017) (42)
- Keitai and the Intimate Stranger (2006) (35)
- The Third-Stage Paradigm: Territory Machines from the Girls' Pager Revolution to Mobile Aesthetics (2006) (32)
- Keitai in Public Transportation (2006) (32)
- The Gendered Use of Keitai in Domestic Contexts (2006) (29)
- Engineering Play: Children's software and the cultural politics of edutainment (2006) (27)
- Living and Learning with New Media: White Paper & Summary of Findings from the Digital Youth Project (1970) (27)
- Technologies of the childhood imagination: Yu-Gi-Oh!, media mixes, and everyday cultural production (2008) (26)
- Uses and Possibilities of the Keitai Camera (2006) (26)
- Japanese Media Mixes and Amateur Cultural Exchange (2013) (25)
- The Rewards of Non-commercial Production: Distinctions and Status in the Anime Music Video Scene (2010) (23)
- The Social Uses of Purikura: Photographing, Modding, Archiving, and Sharing (2006) (18)
- Theory, Method, and Design in Anthropologies of the Internet (1996) (18)
- Culture: Media Convergence and Networked Participation (2008) (18)
- Keitai Use among Japanese Elementary and Junior High School Students (2006) (18)
- Machinima in a Fanvid Ecology (2011) (16)
- Fandom Unbound: Otaku Culture in a Connected World (2012) (15)
- Technologies of the Chilhood Imagination : Media Mixes, Hypersociality, and Recombinant Cultural Form (2007) (14)
- Mobilizing Fun in the Production and Consumption of Children’s Software (2005) (14)
- 8. Contributors Versus Leechers: Fansubbing Ethics And A Hybrid Public Culture (2017) (14)
- Connected Learning and the Future of Libraries (2013) (13)
- The Gender Dynamics of the Japanese Media Mix (2006) (13)
- Japanese Youth and the Imagining of Keitai (2006) (13)
- Engineering play : children's software and the productions of everyday life (2003) (13)
- A Decade in the Development of Mobile Communications in Japan (1993–2002) (2006) (10)
- Virtually Embodied : The Reality of Tantasy in A Multi-User Dungeon (2013) (10)
- Network Localities : Identity , Place , and Digital Media (2001) (9)
- 12. “As Long As It’S Not Linkin Park Z ”: Popularity, Distinction, And Status In The AMV Subculture (2017) (8)
- Learning from seniors in network communities (1999) (8)
- Affinity Online: How Connection and Shared Interest Fuel Learning (2018) (5)
- Online Affinity Networks as Contexts for Connected Learning (2019) (5)
- Amateur Cultural Production and Peer-to-Peer Learning (2008) (4)
- Design of Keitai Technology and Its Use among Service Engineers (2006) (4)
- Cemeteries, oak trees, and black and white cows: learning to participate on the internet (1999) (4)
- Interactive media for play: kids, computer games, and the productions of everyday life (1998) (4)
- Chapter 32:Cemeteries, Oak Trees, and Black and White Cows: Newcomers' Understandings of the Networked World (2006) (3)
- Interaction, Collusion, and the Human–Machine Interface (2006) (1)
- Uses and Subversions of SimCity 2000 TM (2000) (1)
- UbiComp 2006 Workshops, Part 2 (2007) (1)
- Whyville as a Networked Learning Environment (2010) (1)
- Cyborg Couplings In a Multi-User Dungeon (1994) (1)
- Social Networks and Relationships (2006) (1)
- Connected Arts Learning: Cultivating Equity Through Connected and Creative Educational Experiences (2022) (1)
- Book Reviews (2006) (0)
- CHILDREN'S SOFTWARE, MEDIA FETISHISM, AND THE SPECIAL EFFECT (1999) (0)
- The Personalization of Urban Places Mediated Portable Objects "Mobile Kits" (2008) (0)
- Chapter 8 : Interaction , Collusion , and the Human – Machine Interface (0)
- Practice and Place (2006) (0)
- USC Annenberg Center Speaker Series - Mimi Ito on "Amateur Cultural Production in the New Networked Age" and Howard Rheingold on "Participatory Media Literacy and Civic Engagement" (2007) (0)
- 1 MEDIA ECOLOGIES (2019) (0)
- The Social and Cultural Construction of Technological Systems (2006) (0)
- “We hear everyday, ‘this isn’t me.’” Navigating tensions and opportunities to translate interests toward entrepreneurial making (2023) (0)
- Connected Learning (2019) (0)
- Distribution Patterns of Trace Elements in Citrus Unshiu Marcov (1979) (0)
- Circulating images of virtual systems: trodes, gloves, and goggles in the eighties and nineties (1997) (0)
- Appendix III: Project Index (2019) (0)
- Excerpts from “Connected Learning: A Context for Interdisciplinarity” (2016) (0)
- Preface to the Tenth Anniversary Edition (2019) (0)
- Appendix II: Project Descriptions (2019) (0)
- Youth Participatory Action Research in Latinx Adolescent Social Media Use and Wellbeing (0)
- Comment submitted to the Library of Congress in support of the proposal for an exemption to prohibition of copyright systems for access control technologies, submitted by the Electronic Frontier Foundation, proposed class 11A (2009) (0)
- Purikura as a Social Management Tool (2009) (0)
- Cultures and Imaginaries (2006) (0)
- Intertextual Enterprises: Writing Alternative Places and Meanings in the Media Mixed Networks of Yugioh (2020) (0)
- Learning connected civics (2020) (0)
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What Schools Are Affiliated With Mizuko Ito?
Mizuko Ito is affiliated with the following schools: