
Gaming Lives in the Twenty-First Century
Literate Connections
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Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
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Product details:
- Edition number 2007
- Publisher Palgrave Macmillan
- Date of Publication 6 June 2007
- Number of Volumes 1 pieces, Book
- ISBN 9781403972200
- Binding Paperback
- No. of pages273 pages
- Size 229x152 mm
- Weight 454 g
- Language English
- Illustrations XIII, 273 p. 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.
MoreLong 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
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