Gaming Lives in the Twenty-First Century
Literate Connections
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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
Categories
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.
MoreTable 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