Description |
vi, 194 pages ; 23 cm |
Series |
New literacies and digital epistemologies ; v. 27
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Contents |
Why video games are good for your soul : pleasure and learning -- Video games, violence, and effects : good and bad -- Notes on content and technological determinism -- Good video games, the human mind, and good learning -- Learning about learning from a video game : rise of nations -- Pleasure and "being a professional" : learning and video games -- Why study games now? Video games : a new art form -- Affinity spaces : from age of mythology to today's schools -- Reading, specialist language development, and video games -- Games and learning : issues, perils, and potentials |
Summary |
"This book discusses a broad range of topics concerning video games, learning and literacy. These include the ways games can marry pleasure, learning and mastery through the sense of ownership, agency and control players enjoy when gaming, as well as controversial issues surrounding games. The book explores relationships between values, identity, content and learning, and focuses on how to understand and explain many young people's differential experiences of learning in gaming and schooling respectively."--Cover |
Bibliography |
Includes bibliographical references (pages 179-186) and indexes |
Subject |
Video games -- Psychological aspects
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Computer games -- Psychological aspects
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Learning, Psychology of
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Visual literacy
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Video games and children
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LC no. |
2006101455 |
ISBN |
9780820497037 |
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0820497037 |
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0820497347 |
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9780820497341 |
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