Gaming lives in the twenty-first century

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Abstract

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.

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Selfe, C. L., Hawisher, G. E., Van Ittersum, D., & Gee, J. P. (2016). Gaming lives in the twenty-first century. Gaming Lives in the Twenty-First Century: Literate Connections (pp. 1–273). Palgrave Macmillan. https://doi.org/10.1057/9780230601765

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