Abstract
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.
Original language | English (US) |
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Publisher | Palgrave Macmillan |
Number of pages | 273 |
ISBN (Electronic) | 9780230601765 |
ISBN (Print) | 9781403972194 |
DOIs | |
State | Published - Jan 1 2016 |
Externally published | Yes |
ASJC Scopus subject areas
- Psychology(all)
- Social Sciences(all)