In this latest work, Selfe and Hawisher explore the complexly rendered relationship between computer gaming environments and literacy development by focusing on the stories of computer gamers in the United States at the beginning of the twenty-first century. Using the words and observations of individual gamers, this book offers historical and cultural analyses of literacy development, practices, and values. Cover -- Gaming Lives in theTwenty-First Century -- Contents -- Foreword -- Introduction: Gaming Lives in the Twenty-First Century -- Part I Gaming and Literacy -- 1 Computer Gaming as Literacy -- 2 Transcultural Literacies of Gaming -- 3 Lost (and Found) in Translation: Game Localization, Cultural Models, and Critical Literacy -- 4 Gaming, Identity, and Literacy -- Part II The Social Dimensions of Gaming -- 5 Narrative, Action, and Learning: The Stories of Myst -- 6 Gaming, Agency, and Imagination: Locating Gaming within a Larger Constellation of Literacies -- 7 Relationship Gaming and Identity: Stephanie and Josh -- 8 Dungeons, Dragons, and Discretion: A Gateway to Gaming, Technology, and Literacy -- Part III Gaming and Difference -- 9 "A Real Effect on the Gameplay": Computer Gaming, Sexuality, and Literacy -- 10 Taking Flight: Learning Differences Meet Gaming Literacies -- 11 Racing toward Representation: An Understanding of Racial Representation in Video Games -- 12 Portrait of a Gray Gamer: A Macro-Self Reading the Big Picture -- 13 Gender Matters: Literacy, Learning, and Gaming in One American Family -- Afterword: The Return of the Player -- List of Contributors -- Index.
|