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)|
|Number of pages||273|
|State||Published - Jan 1 2016|
ASJC Scopus subject areas
- Social Sciences(all)