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[null,null,"Titolo",null,"Gaming Lives in the Twenty-First Century : Literate Connections / / edited by G. Hawisher, C. Selfe"]
[null,null,"Pubbl/distr/stampa",null,"New York : , : Palgrave Macmillan US : , : Imprint : Palgrave Macmillan, , 2007"]
[null,null,"ISBN",null,"9786611361266"]
[{"$nulls":4},"9781281361264"]
[{"$nulls":4},"1281361267"]
[{"$nulls":4},"9780230601765"]
[{"$nulls":4},"0230601766"]
[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,"Cognitive psychology"]
[{"$nulls":4},"Educational psychology"]
[{"$nulls":4},"Education"]
[{"$nulls":4},"Educational sociology"]
[{"$nulls":4},"Communication"]
[{"$nulls":4},"Sociology"]
[{"$nulls":4},"Cognitive Psychology"]
[{"$nulls":4},"Educational Psychology"]
[{"$nulls":4},"Sociology of Education"]
[{"$nulls":4},"Media and Communication"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Bibliographic Level Mode of Issuance: Monograph"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Foreword / James P. Gee -- Introduction / Gail E. Hawisher and Cynthia L. Selfe -- part I: Gaming and literacy. Computer gaming as literacy / Cynthia L.Selfe, Anne F. Mareck, and Josh Gardiner -- Transcultural literacies of gaming / Iswari P. Pandey, Laxman Pandey, and Angish Shreshtha -- Lost (and found) in translation : game localization, cultural models, and critical literacy / Erin Smith and Eve Deitsch -- Gaming, identity, and literacy / Daniel Keller with Paul Ardis, Vivienne Dunstan, Adam Thornton, Rachel Henry, and Brent Witty -- Interchapter I: What some girls say about gaming -- part II: The social dimensions of gaming.  Narrative, action, and learning : the stories of Myst / Debra Journet -- Gaming, agency, and imagination : locating gaming within a "]
[{"$nulls":4},"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."]
[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."]