• Open Daily: 10am - 10pm
    Alley-side Pickup: 10am - 7pm

    3038 Hennepin Ave Minneapolis, MN
    612-822-4611

Open Daily: 10am - 10pm | Alley-side Pickup: 10am - 7pm
3038 Hennepin Ave Minneapolis, MN
612-822-4611
Learning in Video Game Affinity Spaces

Learning in Video Game Affinity Spaces

Paperback

Series: New Literacies and Digital Epistemologies, Book 51

Games & Activities GeneralGeneral ReferenceGeneral Sociology

ISBN10: 1433109832
ISBN13: 9781433109836
Publisher: Peter Lang Inc Intl Academic P
Published: May 18 2012
Pages: 254
Weight: 0.80
Height: 0.60 Width: 5.90 Depth: 8.80
Language: English
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.

Also in

Games & Activities General