C. Selfe, G. Hawisher
Pulgrave-Macmillan
Paperback
288
39234
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.

Gaming Lives in the Twenty-First Century

  • Publisher: Pulgrave-Macmillan
  • ISBN: 9781403972200
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