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Learning in Video Game Affinity Spaces
Contributor(s): Knobel, Michele (Editor), Lankshear, Colin (Editor), Hayes, Elisabeth R. (Editor)
ISBN: 1433109840     ISBN-13: 9781433109843
Publisher: Peter Lang Inc., International Academic Publi
OUR PRICE:   $182.40  
Product Type: Hardcover - Other Formats
Published: May 2012
Qty:
Temporarily out of stock - Will ship within 2 to 5 weeks
Additional Information
BISAC Categories:
- Games & Activities | Video & Electronic
- Social Science
- Language Arts & Disciplines | Communication Studies
Dewey: 794.8
LCCN: 2011036299
Series: New Literacies and Digital Epistemologies
Physical Information: 254 pages
 
Descriptions, Reviews, Etc.
Publisher Description:
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.