Gaming lives in the twenty-first century
Subtitle: literate connections
By: edited by Cynthia L. Selfe and Gail E. Hawisher ; associate editor, Derek Van Ittersum ; foreword by James Paul Gee.
Contributors: Selfe, Cynthia L., 1951-; Hawisher, Gail E.; Ittersum, Derek Van.
Edition: 1st ed.
Publisher: Palgrave Macmillan
Published: 2007
Place of publication: New York
Language: eng
Number of pages: 273
ISBN-13: 9781403972194; 9781403972200
Subjects: Video games -- Psychological aspects; Video games -- Social aspects; Computer games -- Psychological aspects; Computer games -- Social aspects; Learning, Psychology of; Visual literacy
Description: 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.
Notes: Includes bibliographical references and index.