Gaming Lives in the Twenty-First Century Literate Connections

ISBN-10: 1403972206

ISBN-13: 9781403972200

Edition: 2007

List price: $43.00 Buy it from $3.00
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This is an exploration of 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 21st century.
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Book details

List price: $43.00
Copyright year: 2007
Publisher: Palgrave Macmillan
Publication date: 6/6/2007
Binding: Paperback
Pages: 273
Size: 6.25" wide x 9.25" long x 0.75" tall
Weight: 0.880
Language: English

James Paul Gee is Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is the author of Social Linguistics and Literacies, a foundational work in the field of New Literacy Studies, and Why Video Games Are Good For Your Soul.

Introduction: Gaming Lives in the Twenty-First Century
Gaming and Literacy
Computer Gaming as Literacy
Transcultural Literacies of Gaming
Lost (and Found) in Translation: Game Localization, Cultural Models, and Critical Literacy
Gaming, Identity, and Literacy
Interchapter I: What Some Girls Say about Gaming
The Social Dimensions of Gaming
Narrative, Action, and Learning: The Stories of Myst
Gaming, Agency, and Imagination: Locating Gaming within a Larger Constellation of Literacies
Relationship Gaming and Identity: Stephanie and Josh
Dungeons, Dragons, and Discretion: A Gateway to Gaming, Technology, and Literacy
Interchapter II: What Some 20-Something Players Say about Gaming
Gaming and Difference
"A Real Effect on the Gameplay": Computer Gaming, Sexuality, and Literacy
Taking Flight: Learning Differences Meet Gaming Literacies
Racing toward Representation: An Understanding of Racial Representation in Video Games
Portrait of a Gray Gamer: A Macro-Self Reading the Big Picture
Gender Matters: Literacy, Learning, and Gaming in One American Family
Interchapter III: What Early Gamers Say about Gaming
Afterword: The Return of the Player
List of Contributors
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