Gaming Lives in the Twenty-First Century: Literate Connections

Author:   G. Hawisher ,  C. Selfe ,  C. Selfe
Publisher:   Palgrave USA
ISBN:  

9781403972200


Pages:   273
Publication Date:   06 June 2007
Format:   Paperback
Availability:   In Print   Availability explained
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Gaming Lives in the Twenty-First Century: Literate Connections


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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.

Full Product Details

Author:   G. Hawisher ,  C. Selfe ,  C. Selfe
Publisher:   Palgrave USA
Imprint:   Palgrave Macmillan
Dimensions:   Width: 15.20cm , Height: 1.70cm , Length: 22.90cm
Weight:   0.454kg
ISBN:  

9781403972200


ISBN 10:   1403972206
Pages:   273
Publication Date:   06 June 2007
Audience:   Professional and scholarly ,  College/higher education ,  Professional & Vocational ,  Postgraduate, Research & Scholarly
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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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Author Information

CYNTHIA L. SELFE is Humanities Distinguished Professor in the English Department at The Ohio State University, USA. GAIL E. HAWISHER is University Distinguished Teacher/Scholar and Founding Director of the Center for Writing Studies at the University of Illinois, Urbana-Champaign, USA.

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