The Resource Gaming lives in the twenty-first century : literate connections, edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee, (electronic book)
Gaming lives in the twenty-first century : literate connections, edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee, (electronic book)
Resource Information
The item Gaming lives in the twenty-first century : literate connections, edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee, (electronic book) represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Liverpool.This item is available to borrow from 1 library branch.
Resource Information
The item Gaming lives in the twenty-first century : literate connections, edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee, (electronic book) represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Liverpool.
This item is available to borrow from 1 library branch.
- Summary
- 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
- Language
- eng
- Label
- Gaming lives in the twenty-first century : literate connections
- Title
- Gaming lives in the twenty-first century
- Title remainder
- literate connections
- Statement of responsibility
- edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee
- Language
- eng
- Summary
- 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
- Cataloging source
- CaPaEBR
- Dewey number
- 794.8
- Index
- index present
- LC call number
- GV1469.3
- LC item number
- .G43 2007eb
- Literary form
- non fiction
- Nature of contents
-
- standards specifications
- bibliography
- http://library.link/vocab/relatedWorkOrContributorDate
- 1951-
- http://library.link/vocab/relatedWorkOrContributorName
-
- Selfe, Cynthia L.
- Hawisher, Gail E.
- Ittersum, Derek Van
- http://library.link/vocab/subjectName
-
- Video games
- Video games
- Computer games
- Computer games
- Learning, Psychology of
- Visual literacy
- Label
- Gaming lives in the twenty-first century : literate connections, edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee, (electronic book)
- Bibliography note
- Includes bibliographical references and index
- Carrier category
- online resource
- Carrier category code
-
- cr
- Carrier MARC source
- rdacarrier
- Color
- multicolored
- Content category
- text
- Content type code
-
- txt
- Content type MARC source
- rdacontent
- Control code
- ebr10167486
- Dimensions
- unknown
- Extent
- xiii, 273 p.
- Form of item
- electronic
- Isbn
- 9781403972194
- Media category
- computer
- Media MARC source
- rdamedia
- Media type code
-
- c
- Original version note
- Original electronic resource
- Reproduction note
- Electronic resource.
- Specific material designation
- remote
- Label
- Gaming lives in the twenty-first century : literate connections, edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee, (electronic book)
- Bibliography note
- Includes bibliographical references and index
- Carrier category
- online resource
- Carrier category code
-
- cr
- Carrier MARC source
- rdacarrier
- Color
- multicolored
- Content category
- text
- Content type code
-
- txt
- Content type MARC source
- rdacontent
- Control code
- ebr10167486
- Dimensions
- unknown
- Extent
- xiii, 273 p.
- Form of item
- electronic
- Isbn
- 9781403972194
- Media category
- computer
- Media MARC source
- rdamedia
- Media type code
-
- c
- Original version note
- Original electronic resource
- Reproduction note
- Electronic resource.
- Specific material designation
- remote
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<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.liverpool.ac.uk/portal/Gaming-lives-in-the-twenty-first-century-/I7QNke1q5wA/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.liverpool.ac.uk/portal/Gaming-lives-in-the-twenty-first-century-/I7QNke1q5wA/">Gaming lives in the twenty-first century : literate connections, edited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee, (electronic book)</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.liverpool.ac.uk/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.liverpool.ac.uk/">University of Liverpool</a></span></span></span></span></div>