Learning in Video Game Affinity Spaces

Sean C. Duncan

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Language: English

Published by Peter Lang, Peter Lang, 2012

1433109832 / 9781433109836

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Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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Druck auf Anfrage Neuware - Printed after ordering - 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.

Seller Inventory # 9781433109836

Title
Learning in Video Game Affinity Spaces
Author
Sean C. Duncan
Publisher
Peter Lang, Peter Lang
Publication year
2012
Condition
Neu
Binding
Taschenbuch
Language
English
ISBN 10
1433109832
ISBN 13
9781433109836
Item weight
373 grams
Dimensions
225x150x15 mm

AHA-BUCH GmbH

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