Pub. Date:
Palgrave Macmillan US
Gaming Lives in the Twenty-First Century: Literate Connections

Gaming Lives in the Twenty-First Century: Literate Connections

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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.

Product Details

ISBN-13: 9781403972200
Publisher: Palgrave Macmillan US
Publication date: 06/06/2007
Edition description: 2007
Pages: 273
Product dimensions: 5.98(w) x 9.02(h) x 0.02(d)

About the Author

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.

JAMES PAUL GEE has written the Foreword to this book. He is one of the most well-known professors of education in the United States. He teaches at the University of Wisconsin, Madison and is the author of several books, including What Video Games Have To Teach Us About Learning and Literacy (Palgrave Macmillan, 2004).

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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