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Palgrave Macmillan

Gaming Lives in the Twenty-First Century

Literate Connections

  • Book
  • © 2007

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Table of contents (15 chapters)

  1. Introduction: Gaming Lives in the Twenty-First Century

  2. Gaming and Literacy

  3. The Social Dimensions of Gaming

  4. Gaming and Difference

Keywords

About this book

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.

Editors and Affiliations

  • Department of English, The Ohio State University, USA

    Cynthia L. Selfe

  • Center for Writing Studies, University of Illinois, Urbana-Champaign, USA

    Gail E. Hawisher

  • University of Illinois, Urbana-Champaign, USA

    Derek Ittersum

About the editors

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.

JAMES PAUL GEE has written the Foreword to this book. He is one of the most well-known professors of education in the United States. He teaches at the University of Wisconsin, Madison and is the author of several books, including What Video Games Have To Teach Us About Learning and Literacy (Palgrave Macmillan, 2004).

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