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.
CITATION STYLE
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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