Gaming Lives in the Twenty-First Century: Literate Connections [NOOK Book]

Overview

Gaming Lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on in-depth case studies of computer gamers in the United States at the beginning of the twenty-first century. This volume examines the claim that computer games can provide better literacy and learning environments than U.S. schools. Using the words and observations of individual gamers, this book offers historical and cultural analyses of their ...

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Gaming Lives in the Twenty-First Century: Literate Connections

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Overview

Gaming Lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on in-depth case studies of computer gamers in the United States at the beginning of the twenty-first century. This volume examines the claim that computer games can provide better literacy and learning environments than U.S. schools. Using the words and observations of individual gamers, this book offers historical and cultural analyses of their literacy development, practices, and values.

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Product Details

  • ISBN-13: 9780230259935
  • Publisher: Palgrave Macmillan
  • Publication date: 3/6/2007
  • Sold by: Barnes & Noble
  • Format: eBook
  • File size: 506 KB

Meet the Author

Cynthia L. Selfe is Humanities Distinguished Professor in the English Department at The Ohio State University.

Gail E. Hawisher is University Distinguished Teacher/Scholar and Founding Director of the Center for Writing Studies at the University of Illinois, Urbana-Champaign.

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Table of Contents

Part I: Gaming and Literacy * Computer Gaming as Literacy
• Gaming as Literacy: Grow as You Go
• Gaming, Class, Culture, and Literacy Learning
• Found in Translation: Cultural Literacy, Language Acquisition, and Narrative Comprehension in the Advanced Gamer
Part II: Gaming and Difference * Racing Toward Representation: An Understanding of Racial Representation in Video Games
• Taking Flight: Learning Difference Meets Gaming Literacies
• Queer Role Playing: Gaming and Sexual LiteracyThe Social Dimensions of Gaming
• Gaming and Narrative
• Gaming, Agency, and Imagination: Locating Gaming within a Larger Constellation of Literacies Aimed at Rewriting the World
• Reading Popular Culture through Video Games: One Gamer's View of His Learning and Literacy with Video Games * Gaming, Literacy, and Family
Part III: Gaming and Gender * Gaming, Gender, and Literate Practices
• Game Playing Girls
• Relationship Gaming and Identity: Stephanie and Josh * Text-Based Gaming
Part IV: Gaming Across Time
Caucus Race: Three Generations Think About Books, Games, and Lewis Carroll
• Dungeons, Dragons, and Discretion: A Gateway to Gaming, Technology, and Literacy
Gaming and Spirituality

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