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 ...
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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.
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Add this copy of Learning in Video Game Affinity Spaces (New Literacies to cart. $7.71, very good condition, Sold by Suffolk Books rated 5.0 out of 5 stars, ships from center moriches, NY, UNITED STATES, published 2012 by Peter Lang Inc., International Academic Publishers.
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2012, Peter Lang Inc., International Academic Publishers
Add this copy of Learning in Video Game Affinity Spaces (New Literacies to cart. $11.01, good condition, Sold by HPB-Red rated 5.0 out of 5 stars, ships from Dallas, TX, UNITED STATES, published 2012 by Peter Lang Inc., International A.
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2012, Peter Lang Inc., International Academic Publishers
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Peter Lang Inc., International Academic Publishers
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2012
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English
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Add this copy of Learning in Video Game Affinity Spaces (New Literacies to cart. $26.90, very good condition, Sold by Goodwill of Silicon Valley rated 5.0 out of 5 stars, ships from San Jose, CA, UNITED STATES, published 2012 by Peter Lang Inc., International Academic Publishers.
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2012
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Add this copy of Learning in Video Game Affinity Spaces to cart. $34.96, like new condition, Sold by GreatBookPrices rated 4.0 out of 5 stars, ships from Columbia, MD, UNITED STATES, published 2012 by Peter Lang Inc., International Academic Publishers.
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2012
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Fine. Trade paperback (US). Glued binding. 254 p. Contains: Illustrations, black & white, Tables, black & white, Figures. New Literacies and Digital Epistemologies, 51. In Stock. 100% Money Back Guarantee. Brand New, Perfect Condition, allow 4-14 business days for standard shipping. To Alaska, Hawaii, U.S. protectorate, P.O. box, and APO/FPO addresses allow 4-28 business days for Standard shipping. No expedited shipping. All orders placed with expedited shipping will be cancelled. Over 3, 000, 000 happy customers.
Add this copy of Learning in Video Game Affinity Spaces to cart. $45.44, new condition, Sold by GreatBookPrices rated 4.0 out of 5 stars, ships from Columbia, MD, UNITED STATES, published 2012 by Peter Lang Inc., International Academic Publishers.
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2012
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English
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18146233839
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New. Trade paperback (US). Glued binding. 254 p. Contains: Illustrations, black & white, Tables, black & white, Figures. New Literacies and Digital Epistemologies, 51. In Stock. 100% Money Back Guarantee. Brand New, Perfect Condition, allow 4-14 business days for standard shipping. To Alaska, Hawaii, U.S. protectorate, P.O. box, and APO/FPO addresses allow 4-28 business days for Standard shipping. No expedited shipping. All orders placed with expedited shipping will be cancelled. Over 3, 000, 000 happy customers.