1 Mobilizing the Imagination in Everyday Play: The Case of Japanese Media Mixes Mizuko Ito Draft of a chapter to appear in the International Handbook of Children, Media, and Culture, edited by Sonia Livingstone and Kirsten Drotner The spread of digital media and communications in the lives of children and youth have raised new questions about the role of media in learning, development and cultural participation. In post-industrial societies, young people are growing up in what Henry Jenkins (2006) has dubbed “convergence culture”—an increasingly interactive and participatory media ecology where Internet communication ties together both old and new media forms. A growing recognition of this role of digital media in everyday life has been accompanied by debate as to the outcomes of participation in convergence culture. Many parents and educators worry about immersion in video gaming worlds or their children’s social lives unfolding on the Internet and through mobile communication. More optimistic voices suggest that new media enable young people to more actively participate in interpreting, personalizing, reshaping, and creating media content. Although concerns about representation are persistent, particularly of video game violence, many of the current hopes and fears of new media relate to new forms of social networking and participation. As young people’s online activity changes the scope of their social agency and styles of media engagement, they also encounter new challenges in cultural worlds separated from traditional structures of adult oversight and guidance. Issues of representation will continue to be salient in media old and new, but issues of participation are undergoing a fundamental set of shifts that are still only partially understood and recognized. My focus in this chapter is on outlining the contours of these shifts. How do young people mobilize the media and the imagination in everyday life? And how do new media change this dynamic? A growing body of literature at the intersection of media studies and technology studies examines the ways in which new media provide a reconfigured social and interactive toolkit for young people to mobilize media and a collective imagination. After reviewing this body of work and the debates about new media and the childhood imagination, I will outline a conceptual framework for understanding new genres of children’s media and media engagement that are emerging from convergence culture. The body of the paper applies this framework to ethnographic material on two Japanese media mixes, Yugioh and Hamtaro. Both of these cases are examples of post-Pokemon media mixes, convergence culture keyed to the specificities of children’s media. I suggest that these contemporary media mixes in children’s content exemplify three key characteristics that distinguish them from prior media ecologies: Convergence of old and new media forms; authoring through personalization and remix, and hypersociality as a genre of social participation. My central argument is that these tendencies define a new media ecology keyed to a more activist mobilization of the imagination in the everyday life of young people.