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This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.
Published by: Palgrave Macmillan
Publication Date: 2007-06-06
Format: Paperback
ISBN-13: 9781403972200
DOI: 10.1057/9780230601765
Dimensions: 229cm x152cm
Pages: 273