
Gaming lives in the twenty-first century
by Cynthia L. Selfe, Gail E. Hawisher
Visual literacyPsychological aspectsSocial aspectsVideo gamesComputer gamesPsychology of LearningGAMESVideo & Electronic
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.
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Book data: Open Library