LEADER 04280nam 2200661Ia 450 001 9910784155303321 005 20230223014042.0 010 $a1-281-36126-7 010 $a9786611361266 010 $a0-230-60176-6 024 7 $a10.1057/9780230601765 035 $a(CKB)1000000000342594 035 $a(SSID)ssj0000279773 035 $a(PQKBManifestationID)11251359 035 $a(PQKBTitleCode)TC0000279773 035 $a(PQKBWorkID)10268438 035 $a(PQKB)11287892 035 $a(DE-He213)978-0-230-60176-5 035 $a(MiAaPQ)EBC307808 035 $a(Au-PeEL)EBL307808 035 $a(CaPaEBR)ebr10167486 035 $a(CaONFJC)MIL136126 035 $a(OCoLC)648167119 035 $a(EXLCZ)991000000000342594 100 $a20060703d2007 uy 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt 182 $cc 183 $acr 200 00$aGaming lives in the twenty-first century$b[electronic resource] $eliterate connections /$fedited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee 205 $a1st ed. 2007. 210 $aNew York $cPalgrave$d2007 215 $a1 online resource (XIII, 273 p.) 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a1-4039-7220-6 311 $a1-4039-7219-2 320 $aIncludes bibliographical references and index. 327 $aForeword / 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. 330 $aThis 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. 606 $aVideo games$xPsychological aspects 606 $aVideo games$xSocial aspects 606 $aLearning, Psychology of 606 $aVisual literacy 615 0$aVideo games$xPsychological aspects. 615 0$aVideo games$xSocial aspects. 615 0$aLearning, Psychology of. 615 0$aVisual literacy. 676 $a794.8 701 $aSelfe$b Cynthia L.$f1951-$0221396 701 $aHawisher$b Gail E$0955327 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910784155303321 996 $aGaming lives in the twenty-first century$93841635 997 $aUNINA