Gaming Lives in the Twenty-first Century -

Gaming Lives in the Twenty-first Century

Buch | Hardcover
288 Seiten
2007
Palgrave Macmillan (Verlag)
978-1-4039-7219-4 (ISBN)
77,30 inkl. MwSt
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Explores the relationship between computer gaming environments and literacy development by focusing on the stories of computer gamers in the United States. Using the words and observations of individual gamers, this book offers historical and cultural analyses of literacy development, practices, and values.
In this latest work, Selfe and Hawisher explore the complexly rendered relationship between computer gaming environments and literacy development by focusing on the stories of computer gamers in the United States at the beginning of the Twenty-First century. Using the words and observations of individual gamers, this book offers historical and cultural analyses of literacy development, practices, and values.

CYNTHIA L. SELFE is Humanities Distinguished Professor in the English Department at The Ohio State University, USA. GAIL E. HAWISHER is University Distinguished Teacher/Scholar and Founding Director of the Center for Writing Studies at the University of Illinois, Urbana-Champaign, USA.

PART I:GAMING AND LITERACY - Computer Gaming as Literacy - Gaming as Literacy: Grow as You Go - Gaming, Class, Culture, and Literacy Learning - Found in Translation: Cultural Literacy, Language Acquisition, and Narrative Comprehension in the Advanced Gamer - PART II: GAMING AND DIFFERENCE - Racing Toward Representation: An Understanding of Racial Representation in Video Games - Taking Flight: Learning Difference Meets Gaming Literacies - Queer Role Playing: Gaming and Sexual Literacy - The Social Dimensions of Gaming - Gaming and Narrative - Gaming, Agency, and Imagination: Locating Gaming within a Larger Constellation of Literacies - Aimed at Rewriting the World - Reading Popular Culture through Video Games: One Gamer's View of His Learning and Literacy with Video Games - Gaming, Literacy, and Family - PART III: GAMING AND GENDER - Gaming, Gender, and Literate Practices - Game Playing Girls - Relationship Gaming and Identity: Stephanie and Josh - Text-Based Gaming - PART IV: GAMING ACCROSS TIME - Caucus Race: Three Generations Think About Books, Games, and Lewis Carroll - Dungeons, Dragons, and Discretion: A Gateway to Gaming, Technology, and Literacy - Gaming and Spirituality

Erscheint lt. Verlag 14.6.2007
Verlagsort Gordonsville
Sprache englisch
Maße 161 x 241 mm
Gewicht 525 g
Themenwelt Geisteswissenschaften Sprach- / Literaturwissenschaft Sprachwissenschaft
Informatik Weitere Themen Computerspiele
Sozialwissenschaften Ethnologie
Sozialwissenschaften Soziologie
ISBN-10 1-4039-7219-2 / 1403972192
ISBN-13 978-1-4039-7219-4 / 9781403972194
Zustand Neuware
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