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.