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Gaming lives in the twenty-first century

Cynthia L. Selfe, Gail E. Hawisher · 2007

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About the book

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.

Book details

Year
2007
Language
English
Publisher
Palgrave Macmillan
Editions
5
Pages
273
ISBN
9781403972194

Data source: Wikidata

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