1.

Record Nr.

UNINA9910961615903321

Titolo

Gaming Lives in the Twenty-First Century : Literate Connections / / edited by G. Hawisher, C. Selfe

Pubbl/distr/stampa

New York : , : Palgrave Macmillan US : , : Imprint : Palgrave Macmillan, , 2007

ISBN

9786611361266

9781281361264

1281361267

9780230601765

0230601766

Edizione

[1st ed. 2007.]

Descrizione fisica

1 online resource (XIII, 273 p.)

Altri autori (Persone)

SelfeCynthia L. <1951->

HawisherGail E

Disciplina

794.8

Soggetti

Cognitive psychology

Educational psychology

Education

Educational sociology

Communication

Sociology

Cognitive Psychology

Educational Psychology

Sociology of Education

Media and Communication

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Bibliographic Level Mode of Issuance: Monograph

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Foreword / James P. Gee -- Introduction / Gail E. Hawisher and Cynthia L. Selfe -- part I: Gaming and literacy. Computer gaming as literacy / Cynthia L.Selfe, Anne F. Mareck, and Josh Gardiner -- Transcultural literacies of gaming / Iswari P. Pandey, Laxman Pandey, and Angish Shreshtha -- Lost (and found) in translation : game localization, cultural models, and critical literacy / Erin Smith and Eve Deitsch -- Gaming, identity, and literacy / Daniel Keller with Paul Ardis, Vivienne



Dunstan, Adam Thornton, Rachel Henry, and Brent Witty -- Interchapter I: What some girls say about gaming -- part II: The social dimensions of gaming.  Narrative, action, and learning : the stories of Myst / Debra Journet -- Gaming, agency, and imagination : locating gaming within a larger constellation of literacies / Deanna McGaughey-Summers and Russell Summers -- Relationship gaming and identity : Stephanie and Josh / JoAnn Griffin -- Dungeons, dragons, and discretion : a gateway to gaming, technology, and literacy / Stephanie Owen Fleischer, Susan A. Wright, and Matthew L. Barnes -- Interchapter II: What some 20-something players say about gaming -- part III: Gaming and difference.  "A real effect on the gameplay" : computer gaming, sexuality, and literacy / Jonathan Alexander with Mack McCoy and Carlos Velez -- Taking flight : learning differences meet gaming literacies / Matthew Bunce, Marjorie Hebert, and J. Christopher Collins -- Racing toward representation : an understanding of racial representation in video games / Samantha Blackmon with Daniel J. Terrell -- Portrait of a gray gamer : a maco-self reading the big picture / John E. Branscum with Frank Quickert -- Gender matters : literacy, learning, and gaming in one American family / Pamela Takayoshi -- Interchapter III: What early gamers say about gaming -- Afterword : the return of the player / Dmitri Williams.

Sommario/riassunto

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.