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What Video Games Have to Teach Us About Learning and Literacy. Second Edition



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St. Martin's Griffin
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  • What Video Games Have to Teach Us About Learning and Literacy
    What Video Games Have to Teach Us About Learning and Literacy


James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Author Biography

James Paul Gee has been featured in a variety of publications from Redbook, Child, Teacher, and USA Today to Education Week, The Chicago Tribune, and more. He is Professor of Education at the University of Wisconsin-Madison. Described by the Chronicle of Higher Education as "a serious scholar who is taking a lead in an emerging field" he has become a major expert in game studies today.

Table of Contents

Introduction: 36 Ways to Learn a Video Game Semiotic Domains
Is Playing Video Games a 'Waste of Time'?
Learning and Identity: What Does It Mean to Be a Half-Elf?
Situated Meaning and Learning: What Should You Do after You Have Destroyed the Global Conspiracy?
Telling and Doing: Why Doesn't Lara Croft Obey Prof. Von Croy?
Cultural Models: Do You Want to be the Blue Sonic or the Dark Sonic?
The Social Mind: How Do You Get Your Corpse Back after You've Died?
Conclusion: Duped or Not?
Appendix: The 36 Learning Principles
Table of Contents provided by Publisher. All Rights Reserved.

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