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  • © 2007

Gaming Lives in the Twenty-First Century

Literate Connections

Palgrave Macmillan

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Table of contents (15 chapters)

  1. Front Matter

    Pages i-xiii
  2. Introduction: Gaming Lives in the Twenty-First Century

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

      • Gail E. Hawisher, Cynthia L. Selfe
      Pages 1-17
  3. Gaming and Literacy

    1. Front Matter

      Pages 19-19
    2. Computer Gaming as Literacy

      • Cynthia L. Selfe, Anne F. Mareck, Josh Gardiner
      Pages 21-35
    3. Transcultural Literacies of Gaming

      • Iswari P. Pandey, Laxman Pandey, Angish Shreshtha
      Pages 37-51
    4. Gaming, Identity, and Literacy

      • Daniel Keller, Paul Ardis, Vivienne Dunstan, Adam Thornton, Rachel Henry, Brett Witty
      Pages 71-87
  4. Back Matter

    Pages 88-89
  5. The Social Dimensions of Gaming

    1. Front Matter

      Pages 91-91
    2. Dungeons, Dragons, and Discretion: A Gateway to Gaming, Technology, and Literacy

      • Stephanie Owen Fleischer, Susan A. Wright, Matthew L. Barnes
      Pages 143-160
  6. Back Matter

    Pages 161-163
  7. Gaming and Difference

    1. Front Matter

      Pages 165-165
    2. “A Real Effect on the Gameplay”: Computer Gaming, Sexuality, and Literacy

      • Jonathan Alexander, Mack Mccoy, Carlos Velez
      Pages 167-189
    3. Taking Flight: Learning Differences Meet Gaming Literacies

      • Matthew Bunce, Marjorie Hebert, J. Christopher Collins
      Pages 191-202
    4. Portrait of a Gray Gamer: A Macro-Self Reading the Big Picture

      • John E. Branscum, Frank Quickert
      Pages 217-228

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).

Bibliographic Information

Buy it now

Buying options

eBook USD 59.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access