{"text_format":"2","workbook":"xls","n_sheets":1,"sheets":["report2"],"not_rendered":{"charts":0,"images":0,"macros":0,"external_links":1,"defined_names":1,"comments":0,"pivot_tables":0},"unopened":[],"bounds":{"document_bytes":16777216,"sheet_cells":100000,"run_cost":"one","rows_first":2000,"rows_last":500,"rows_between":2000,"halvings":0,"cell_chars":16384,"cell_head_chars":4096},"cells_cut":0,"cells_raw":0,"read":"whole","date_system":"1900","formulas":"cached_only"}

{"sheet":"report2","index":0,"n_rows":22,"n_cols":5,"rows_kept":22,"cut":false,"hidden":false,"merged":[[0,2,0,3],[0,4,0,5],[1,2,1,3],[1,4,1,5],[2,2,2,3],[3,2,3,3],[6,2,6,3],[7,2,7,3],[8,2,8,3],[9,2,9,3],[16,2,16,3],[17,2,17,3]],"flags":["formulas_cached_only"]}
[null,"1.","Record Nr.",null,"UNINA9910451133703321"]
[null,null,"Titolo",null,"Gaming lives in the twenty-first century [[electronic resource] ] : literate connections / / edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee"]
[null,null,"Pubbl/distr/stampa",null,"New York, : Palgrave, 2007"]
[null,null,"ISBN",null,"1-281-36126-7"]
[{"$nulls":4},"9786611361266"]
[{"$nulls":4},"0-230-60176-6"]
[null,null,"Edizione",null,"[1st ed. 2007.]"]
[null,null,"Descrizione fisica",null,"1 online resource (XIII, 273 p.)"]
[null,null,"Disciplina",null,"794.8"]
[null,null,"Soggetti",null,"Video games - Psychological aspects"]
[{"$nulls":4},"Video games - Social aspects"]
[{"$nulls":4},"Computer games - Psychological aspects"]
[{"$nulls":4},"Computer games - Social aspects"]
[{"$nulls":4},"Learning, Psychology of"]
[{"$nulls":4},"Visual literacy"]
[{"$nulls":4},"Electronic books."]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Bibliographic Level Mode of Issuance: Monograph"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,null,"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."]