Gaming lives in the twenty-first century

Cynthia L. Selfe, Gail E. Hawisher, Derek Van Ittersum, James Gee

Research output: Book/ReportBook

2 Scopus citations

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 languageEnglish (US)
PublisherPalgrave Macmillan
Number of pages273
ISBN (Electronic)9780230601765
ISBN (Print)9781403972194
DOIs
StatePublished - Jan 1 2016
Externally publishedYes

ASJC Scopus subject areas

  • Psychology(all)
  • Social Sciences(all)

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  • Cite this

    Selfe, C. L., Hawisher, G. E., Van Ittersum, D., & Gee, J. (2016). Gaming lives in the twenty-first century. Palgrave Macmillan. https://doi.org/10.1057/9780230601765