Learning in Video Game Affinity Spaces
©2012
Textbook
VI,
254 Pages
Series:
New Literacies and Digital Epistemologies, Volume 51
Summary
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.
Details
- Pages
- VI, 254
- Publication Year
- 2012
- ISBN (Hardcover)
- 9781433109843
- ISBN (Softcover)
- 9781433109836
- Language
- English
- Keywords
- learning affinity space literacy game culture Video games social participation digital media internet culture
- Published
- New York, Bern, Berlin, Bruxelles, Frankfurt am Main, Oxford, Wien, 2012. VI, 254 pp., num. ill.
- Product Safety
- Peter Lang Group AG