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  • Gaming Lives in the Twenty-First Century: Literate Connections

    Gaming Lives in the Twenty-First Century by Selfe, Cynthia L.; Hawisher, Gail E.;

    Literate Connections

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      • Publisher's listprice GBP 58.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        27 709 Ft (26 390 Ft + 5% VAT)
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    27 709 Ft

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    Product details:

    • Publisher Palgrave Macmillan
    • Date of Publication 30 June 2012

    • ISBN 9781403972194
    • Binding Hardback
    • No. of pages288 pages
    • Size 241x161x20 mm
    • Weight 525 g
    • Language English
    • 0

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    Short description:

    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.

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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 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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