Product details:
ISBN13: | 9781403972200 |
ISBN10: | 1403972206 |
Binding: | Paperback |
No. of pages: | 273 pages |
Size: | 229x152 mm |
Weight: | 454 g |
Language: | English |
Illustrations: | XIII, 273 p. |
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Category:
Sociology in general, methodology, handbooks
Computer games
Language usage, ortography
Games
Morality, religion
Social economics
Psychology theory
Pedagogy in general
Sociology in general, methodology, handbooks (charity campaign)
Computer games (charity campaign)
Language usage, ortography (charity campaign)
Games (charity campaign)
Morality, religion (charity campaign)
Social economics (charity campaign)
Psychology theory (charity campaign)
Pedagogy in general (charity campaign)
Gaming Lives in the Twenty-First Century
Literate Connections
Edition number: 2007
Publisher: Palgrave Macmillan
Date of Publication: 6 June 2007
Number of Volumes: 1 pieces, Book
Normal price:
Publisher's listprice:
EUR 74.89
EUR 74.89
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26 043 (24 803 HUF + 5% VAT )
discount is: 20% (approx 6 511 HUF off)
Discount is valid until: 31 December 2024
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Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
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Short description:
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.
Long description:
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.
Table of Contents:
PART I:GAMING AND LITERACY Computer Gaming as Literacy Gaming as Literacy: Grow as You Go Gaming, Class, Culture, and Literacy Learning Found in Translation: Cultural Literacy, Language Acquisition, and Narrative Comprehension in the Advanced Gamer PART II: GAMING AND DIFFERENCE Racing Toward Representation: An Understanding of Racial Representation in Video Games Taking Flight: Learning Difference Meets Gaming Literacies Queer Role Playing: Gaming and Sexual Literacy The Social Dimensions of Gaming Gaming and Narrative Gaming, Agency, and Imagination: Locating Gaming within a Larger Constellation of Literacies Aimed at Rewriting the World Reading Popular Culture through Video Games: One Gamer's View of His Learning and Literacy with Video Games Gaming, Literacy, and Family PART III: GAMING AND GENDER Gaming, Gender, and Literate Practices Game Playing Girls Relationship Gaming and Identity: Stephanie and Josh Text-Based Gaming PART IV: GAMING ACCROSS TIME Caucus Race: Three Generations Think About Books, Games, and Lewis Carroll Dungeons, Dragons, and Discretion: A Gateway to Gaming, Technology, and Literacy Gaming and Spirituality