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E-grāmata: Gaming Lives in the Twenty-First Century: Literate Connections

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  • Formāts: PDF+DRM
  • Izdošanas datums: 07-Jun-2016
  • Izdevniecība: Palgrave Macmillan
  • Valoda: eng
  • ISBN-13: 9780230601765
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  • Formāts: PDF+DRM
  • Izdošanas datums: 07-Jun-2016
  • Izdevniecība: Palgrave Macmillan
  • Valoda: eng
  • ISBN-13: 9780230601765

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In this latest work, Selfe and Hawisher explore the complexly rendered relationship between computer gaming environments and literacy development by focusing on the stories of computer gamers in the United States at the beginning of the twenty-first century. Using the words and observations of individual gamers, this book offers historical and cultural analyses of literacy development, practices, and values. In this latest work, Selfe and Hawisher explore the complexly rendered relationship between computer gaming environments and literacy development by focusing on the stories of computer gamers in the United States at the beginning of the twenty-first century. Using the words and observations of individual gamers, this book offers historical and cultural analyses of literacy development, practices, and values. In this latest work, Selfe and Hawisher explore the complexly rendered relationship between computer gaming environments and literacy development by focusing on the stories of computer gamers in the United States at the beginning of the twenty-first century. Using the words and observations of individual gamers, this book offers historical and cultural analyses of literacy development, practices, and values. 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.
Foreword--James P. Gee * Introduction--Cynthia L. Selfe & Gail E. Hawisher * Part I: Gaming and Literacy * Computer Gaming as Literacy--Cynthia L.Selfe, Anne Mareck & Josh Gardiner * Gaming as Literacy: Grow as You Go--Beth Powell & John Reeve * Gaming, Class, Culture, and Literacy Learning--Iswari Pandey * Found in Translation: Cultural Literacy, Language Acquisition, and Narrative Comprehension in the Advanced Gamer--Erin Smith & Eve Deitsch * Part II: Gaming and Difference * Racing toward Representation: An Understanding of Racial Representation in Video Games--Samantha Blackmon * Taking Flight: Learning Difference Meets Gaming Literacies--Matthew A. Bunce, Marjorie G. Hebert & J. Christopher Collins * Queer Role Playing: Gaming and Sexual Literacy--Jonathan Alexander & Mark McCoy *  Part III: The Social Dimensions of Gaming * Gaming and Narrative--Debra Journet * Gaming, Agency, and Imagination:  Locating Gaming within a Larger Constellation of Literacies Aimed at Rewriting the World--Deanna McGaughey & Russell Summers * Reading Popular Culture through Video Games: One Gamer’s View of His Learning and Literacy with Video Games--Aaron Toscano & Matthew Crady * Gaming, Literacy, and Family--Sonya Borton * Part IV: Gaming and Gender * Gaming, Gender, and Literate Practices--Gail E. Hawisher * Game Playing Girls--Pamela Takayoshi * Relationship Gaming and Identity: Stephanie and Josh--JoAnn Griffin * Text-Based Gaming--Daniel Keller * Part IV: Gaming across Time * Caucus Race: Three Generations Think about Books, Games, and Lewis Carroll--Stuart Moulthrop * Dungeons, Dragons, and Discretion: A Gateway to Gaming, Technology, and Literacy--Susan Wright, Stephanie Fleischer, Matthew Lee Barnes, Clayton Daniel Fleischer & Cynthia L. Selfe * Gaming and Spirituality--John Branscum
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 LiteracyThe 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 Across 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


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.