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Can I read Gaming Lives in the Twenty-First Century : Literate Connections on EtoBox?

Gaming Lives in the Twenty-First Century : Literate Connections by G. Hawisher; C. Selfe is a book available to read on EtoBox.

What is Gaming Lives in the Twenty-First Century : Literate Connections about?

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. ** Cover 1 Contents 8 Foreword 10 Introduction: Gaming Lives in the Twenty-First Century 16 Part I: Gaming and Literacy 34 1 Computer Gaming as Literacy 36 2 Transcultural Literacies of Gaming 52 3 Lost (and Found) in Translation: Game Localization, Cultural Models, and Critical Literacy 68 4 Gaming, Identity, and Literacy 86 Interchapter I: What Some Girls Say about Gaming 103 Part II: The Social Dimensions of Gaming 106 5 Narrative, Action, and Learning: The Stories of Myst 108 6 Gaming, Agency, and Imagination: Locating Gaming within a Larger Constellation of Literacies 136 7 Relationship Gaming and Identity: Stephanie and Josh 148 8 Dungeons, Dragons, and Discretion: A Gateway to Gaming, Technology, and Literacy 158 Interchapter II: What Some 20-Something Players Say about Gaming 176 Part III: Gaming and Difference 180 9 "A Real Effect

Author
G. Hawisher; C. Selfe
Publisher
Palgrave Macmillan US
Published
2007
Language
EN
ISBN
9781403972194
Subjects
Philosophy, Science, Psychology
Rating
3.42 / 5 (11 ratings)
Updated
2026-03-13

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