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9781403972200

Gaming Lives in the Twenty-First Century Literate Connections

by ; ;
  • ISBN13:

    9781403972200

  • ISBN10:

    1403972206

  • Format: Paperback
  • Copyright: 2007-02-15
  • Publisher: Palgrave Macmillan

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Supplemental Materials

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Summary

Selfe and Hawisher explore the complexly rendered relationship between computer gaming environments and literacy development by focusing on the stories of computer gamers in the United States at the beginning of the twenty-first century. Using the words and observations of individual gamers, this book offers historical and cultural analyses of literacy development, practices, and values.

Author Biography

Cynthia L. Selfe is Professor of English at Ohio State University. Gail E. Hawisher is Professor of English and Founding Director of the Center for Writing Studies, University of Illinois, Urbana-Champaign.

Table of Contents

Foreword--James P. Gee * Introduction--Cynthia L. Selfe & Gail E. Hawisher * Part I: Gaming and Literacy * Computer Gaming as Literacy--Cynthia L.Selfe, Anne Mareck & Josh Gardiner * Gaming as Literacy: Grow as You Go--Beth Powell & John Reeve * Gaming, Class, Culture, and Literacy Learning--Iswari Pandey * Found in Translation: Cultural Literacy, Language Acquisition, and Narrative Comprehension in the Advanced Gamer--Erin Smith & Eve Deitsch * Part II: Gaming and Difference * Racing toward Representation: An Understanding of Racial Representation in Video Games--Samantha Blackmon * Taking Flight: Learning Difference Meets Gaming Literacies--Matthew A. Bunce, Marjorie G. Hebert & J. Christopher Collins * Queer Role Playing: Gaming and Sexual Literacy--Jonathan Alexander & Mark McCoy *  Part III: The Social Dimensions of Gaming * Gaming and Narrative--Debra Journet * Gaming, Agency, and Imagination:  Locating Gaming within a Larger Constellation of Literacies Aimed at Rewriting the World--Deanna McGaughey & Russell Summers * Reading Popular Culture through Video Games: One Gamer’s View of His Learning and Literacy with Video Games--Aaron Toscano & Matthew Crady * Gaming, Literacy, and Family--Sonya Borton * Part IV: Gaming and Gender * Gaming, Gender, and Literate Practices--Gail E. Hawisher * Game Playing Girls--Pamela Takayoshi * Relationship Gaming and Identity: Stephanie and Josh--JoAnn Griffin * Text-Based Gaming--Daniel Keller * Part IV: Gaming across Time * Caucus Race: Three Generations Think about Books, Games, and Lewis Carroll--Stuart Moulthrop * Dungeons, Dragons, and Discretion: A Gateway to Gaming, Technology, and Literacy--Susan Wright, Stephanie Fleischer, Matthew Lee Barnes, Clayton Daniel Fleischer & Cynthia L. Selfe * Gaming and Spirituality--John Branscum
Part I: Gaming and Literacy * Computer Gaming as Literacy * Gaming as Literacy: Grow as You Go * Gaming, Class, Culture, and Literacy Learning * Found in Translation: Cultural Literacy, Language Acquisition, and Narrative Comprehension in the Advanced Gamer * Part II: Gaming and Difference * Racing Toward Representation: An Understanding of Racial Representation in Video Games * Taking Flight: Learning Difference Meets Gaming Literacies * Queer Role Playing: Gaming and Sexual LiteracyThe Social Dimensions of Gaming * Gaming and Narrative * Gaming, Agency, and Imagination:  Locating Gaming within a Larger Constellation of Literacies Aimed at Rewriting the World * Reading Popular Culture through Video Games:  One Gamer’s View of His Learning and Literacy with Video Games * Gaming, Literacy, and Family * Part III: Gaming and Gender * Gaming, Gender, and Literate Practices * Game Playing Girls * Relationship Gaming and Identity: Stephanie and Josh * Text-Based Gaming * Part IV: Gaming Across Time * Caucus Race: Three Generations Think About Books, Games, and Lewis Carroll * Dungeons, Dragons, and Discretion:  A Gateway to Gaming, Technology, and Literacy * Gaming and Spirituality

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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