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Learning in Video Game Affinity Spaces

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Learning in Video Game Affinity Spaces Synopsis

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.

About This Edition

ISBN: 9781433109836
Publication date:
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

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