Women and Gaming: The Sims and 21st Century Learning

Hardcover (Print)
Used and New from Other Sellers
Used and New from Other Sellers
from $19.72
Usually ships in 1-2 business days
(Save 54%)
Other sellers (Hardcover)
  • All (8) from $19.72   
  • New (4) from $41.86   
  • Used (4) from $19.72   

Overview

Today, virtual worlds abound, avatars are every day occurrences, and video games are yesterday’s news. But today’s games are not just a pastime for millions – they are also a technological focal point for new forms of learning.

James Paul Gee and Elisabeth Hayes are leading researchers in the field of gaming, and here they argue that women gamers—a group too often marginalized—are at the forefront of today’s online learning world. By utilizing the tools of gaming in ways never before imagined - actively engaging in game design, writing fan fiction, and organizing themselves into collaborative learning communities - women of all ages acquire the tools to successfully navigate the complex social, cultural , and economic problems of the 21st century. 

Women are leading the way to a new understanding of online learning techniques, from cultural production to learning communities to technical proficiency in the latest software. This book draws on case studies about women who “play” the Sims, the best selling game in history, to argue for a new general theory of learning for the 21st Century.

Read More Show Less

Editorial Reviews

From the Publisher
"James Paul Gee and Elisabeth R. Hayes offer us vivid portrait of women of all ages ‘gaming beyond gaming,’ transforming the successful The Sims video games into a platform for their own social, creative, and intellectual lives.  These women are gamers, but they are also tinkerers, community leaders, authors, programmers, and artists, and their engagement with The Sims has opened up new opportunities for them to learn and grow far beyond the classroom.  Gee and Hayes are patient, informed, and insightful guides showing us how these kinds of participatory cultures might transform our understanding of education in the 21st century."—Henry Jenkins, Confronting the Challenges of a Participatory Culture: Media Education for the 21st Century

 

Women and Gaming is must-read for anyone interested in the social or intellectual side of gaming - scholars, designers, players and parents alike. At long last, we have a serious treatment of the forms of social engineering or "soft modding" that women do as part of gameplay — not merely as some counterpoint to the (predominantly-male) practice of technical modding (modifying) found in gaming communities but in fact as a vital practice in its own right and a key feature of what it means to Design. Gee & Hayes have managed to treat an often-ignored topic with both depth and clarity.”—Constance Steinkuehler, University of Wisconsin-Madison

"If a good education is the path to human enlightenment, one might well ask what the current state of education is.  Authors Gee and Hayes waste few words in their answer: education in our culture is critically wanting...The authors have done a commendable job of positing a theory of learning according to which real education is not about acquiring knowledge, but rather about 'becoming' something."—Women and Gaming

Read More Show Less

Product Details

  • ISBN-13: 9780230623415
  • Publisher: Palgrave Macmillan
  • Publication date: 5/11/2010
  • Pages: 216
  • Product dimensions: 6.20 (w) x 9.30 (h) x 0.90 (d)

Meet the Author

James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University and a member of the National Academy of Education. He is the author Sociolinguistics and Literacies, one of the founding works of the “New Literacies Studies”, as well as the author of What Video Games Have to Teach Us About Learning and Literacy, Situated Language and Learning, and Good Games and Good Learning: Collected Essays.

Elisabeth R. Hayes is a professor in the Division of Learning, Technology and Psychology in Education at Arizona State University’s Graduate School of Education. She is the author and editor of numerous articles, chapters, and books, including Women as Learners and The Handbook of Adult and Continuing Education. Hayes was a lead investigator on two MacArthur-funded projects: GameDesigner and the TechSavvy Girls project.

Read More Show Less

Table of Contents

Introduction
• Video Games and 21st Century Skills: Why the Sudden Worldwide Interest in Video Games and Learning?
• The Nickel and Dimed Challenge: Designing New Forms of Socially Conscious Play
• A Young Girl Becomes a Designer and Goes Global, Succeeding at 21st Century Skills but Not at School
• How Passion Grows: A Retired Shut In Goes from Making a Purple Potty to Gaining Millions of Fans
• Passionate Affinity Groups: A New Form of Community that Works to Make People Smarter
• A Young Girl and Her Vampire Stories: How a Teenager Competes with a Best Selling Author
• From The Sims to Second Life: A Young Woman Transforms Her Real Life
• What Does it All Mean: What Women and The Sims Have to Teach Us About what Education and Learning Will Look Like in the 21st Century

Read More Show Less

Customer Reviews

Be the first to write a review
( 0 )
Rating Distribution

5 Star

(0)

4 Star

(0)

3 Star

(0)

2 Star

(0)

1 Star

(0)

Your Rating:

Your Name: Create a Pen Name or

Barnes & Noble.com Review Rules

Our reader reviews allow you to share your comments on titles you liked, or didn't, with others. By submitting an online review, you are representing to Barnes & Noble.com that all information contained in your review is original and accurate in all respects, and that the submission of such content by you and the posting of such content by Barnes & Noble.com does not and will not violate the rights of any third party. Please follow the rules below to help ensure that your review can be posted.

Reviews by Our Customers Under the Age of 13

We highly value and respect everyone's opinion concerning the titles we offer. However, we cannot allow persons under the age of 13 to have accounts at BN.com or to post customer reviews. Please see our Terms of Use for more details.

What to exclude from your review:

Please do not write about reviews, commentary, or information posted on the product page. If you see any errors in the information on the product page, please send us an email.

Reviews should not contain any of the following:

  • - HTML tags, profanity, obscenities, vulgarities, or comments that defame anyone
  • - Time-sensitive information such as tour dates, signings, lectures, etc.
  • - Single-word reviews. Other people will read your review to discover why you liked or didn't like the title. Be descriptive.
  • - Comments focusing on the author or that may ruin the ending for others
  • - Phone numbers, addresses, URLs
  • - Pricing and availability information or alternative ordering information
  • - Advertisements or commercial solicitation

Reminder:

  • - By submitting a review, you grant to Barnes & Noble.com and its sublicensees the royalty-free, perpetual, irrevocable right and license to use the review in accordance with the Barnes & Noble.com Terms of Use.
  • - Barnes & Noble.com reserves the right not to post any review -- particularly those that do not follow the terms and conditions of these Rules. Barnes & Noble.com also reserves the right to remove any review at any time without notice.
  • - See Terms of Use for other conditions and disclaimers.
Search for Products You'd Like to Recommend

Recommend other products that relate to your review. Just search for them below and share!

Create a Pen Name

Your Pen Name is your unique identity on BN.com. It will appear on the reviews you write and other website activities. Your Pen Name cannot be edited, changed or deleted once submitted.

 
Your Pen Name can be any combination of alphanumeric characters (plus - and _), and must be at least two characters long.

Continue Anonymously

    If you find inappropriate content, please report it to Barnes & Noble
    Why is this product inappropriate?
    Comments (optional)