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Gaming Lives in the Twenty-First Century: Literate Connections
     

Gaming Lives in the Twenty-First Century: Literate Connections

by G. Hawisher, James Paul Gee, C. Selfe, Gail E. Hawisher, Cynthia L. Selfe
 

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ISBN-10: 1403972206

ISBN-13: 9781403972200

Pub. Date: 06/06/2007

Publisher: Palgrave Macmillan US

This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.

Overview

This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.

Product Details

ISBN-13:
9781403972200
Publisher:
Palgrave Macmillan US
Publication date:
06/06/2007
Edition description:
2007
Pages:
273
Sales rank:
1,220,526
Product dimensions:
5.98(w) x 9.02(h) x 0.02(d)

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 Literacy The 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 ACCROSS 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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