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Gaming lives in the twenty-first centuryGaming lives in the twenty-first century

Gaming lives in the twenty-first century

Cynthia L. Selfe, Gail E. Hawisher

About this book

Gaming Lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on in-depth case studies of computer gamers in the United States at the beginning of the twenty-first century. This volume examines the claim that computer games can provide better literacy and learning environments than U.S. schools. Using the words and observations of individual gamers, this book offers historical and cultural analyses of their literacy development, practices, and values.

Details

OL Work ID
OL18476714W

Subjects

Visual literacyPsychological aspectsSocial aspectsVideo gamesComputer gamesPsychology of LearningGAMESVideo & Electronic

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Book data from Open Library. Cover images courtesy of Open Library.