02619nam 2200709Ia 450 991045113370332120200520144314.01-281-36126-797866113612660-230-60176-610.1057/9780230601765(CKB)1000000000342594(SSID)ssj0000279773(PQKBManifestationID)11251359(PQKBTitleCode)TC0000279773(PQKBWorkID)10268438(PQKB)11287892(DE-He213)978-0-230-60176-5(MiAaPQ)EBC307808(Au-PeEL)EBL307808(CaPaEBR)ebr10167486(CaONFJC)MIL136126(OCoLC)648167119(EXLCZ)99100000000034259420060703d2007 uy 0engurnn|008mamaatxtccrGaming lives in the twenty-first century[electronic resource] literate connections /edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee1st ed. 2007.New York Palgrave20071 online resource (XIII, 273 p.)Bibliographic Level Mode of Issuance: Monograph1-4039-7220-6 1-4039-7219-2 Includes bibliographical references and index.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.Video gamesPsychological aspectsVideo gamesSocial aspectsComputer gamesPsychological aspectsComputer gamesSocial aspectsLearning, Psychology ofVisual literacyElectronic books.Video gamesPsychological aspects.Video gamesSocial aspects.Computer gamesPsychological aspects.Computer gamesSocial aspects.Learning, Psychology of.Visual literacy.794.8Selfe Cynthia L.1951-221396Hawisher Gail E955327MiAaPQMiAaPQMiAaPQBOOK9910451133703321Gaming lives in the twenty-first century2465636UNINA