As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media.
To this end, this book delves deeply into James Paul Gee’s (2004) productive and influential concept of the affinity space – the physical or virtual locations (or some combination of the two) where people come together around a shared interest or «affinity.» By explicating how and why engaged fans of digital media do what they do in online spaces, the authors cast a light, as Gee did, on the promise of these media and the problems facing current educational systems.
| ISBN: | 9781433109836 |
| Publication date: | 18th May 2012 |
| Author: | Elisabeth R Hayes |
| Publisher: | Peter Lang Publishing Inc |
| Format: | Paperback |
| Pagination: | 254 pages |
| Series: | New Literacies and Digital Epistemologies |
| Genres: |
Education Speaking in public: advice and guides Communication studies Sociology and anthropology Information technology: general topics Internet guides and online services Educational: Social sciences, social studies |
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media.
Learning in Video Game Affinity Spaces features in the following genres: Education, Speaking in public: advice and guides, Communication studies, Sociology and anthropology, Information technology: general topics, Internet guides and online services, Educational: Social sciences, social studies
Paperback. Not Available.
Learning in Video Game Affinity Spaces was written by Elisabeth R Hayes and published by Peter Lang Publishing Inc
Learning in Video Game Affinity Spaces has 254 pages
Yes it is part of New Literacies and Digital Epistemologies series