they used the XO laptop’s design as a vehicle to evangelize this imaginary to their beneficiaries—specifically, the superiority of a childhood that is full of pedagogically playful experiences involving technology that would, in particular, be expected to engage clever, scientifically inclined, and often rebellious boys. Stories of finding escape in computer worlds and of teaching oneself to program in spite of clueless adults played an important role in the project, even as those stories discounted the social and infrastructural resources that enabled this exploration and ultimately
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