Gaming Lives in the Twenty-First Century: Literate Connections

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Author: Gail E. Hawisher

ISBN-10: 1403972206

ISBN-13: 9781403972200

Category: Psychology of Education

Gaming Lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on in-depth case studies of computer gamers in the United States at the beginning of the twenty-first century. This volume examines the claim that computer games can provide better literacy and learning environments than U.S. schools. Using the words and observations of individual gamers, this book offers historical and cultural analyses of their literacy...

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In this latest work, Selfe and Hawisher explore the complexly rendered relationship between computer gaming environments and literacy development by focusing on the stories of computer gamers in the United States at the beginning of the twenty-first century. Using the words and observations of individual gamers, this book offers historical and cultural analyses of literacy development, practices, and values.

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 LiteracyThe 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 Across 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