Learning in Video Game Affinity Spaces
Elisabeth R Hayes editor Sean C Duncan editor
Format:Paperback
Publisher:Peter Lang Publishing Inc
Published:18th May '12
Currently unavailable, and unfortunately no date known when it will be back
This paperback is available in another edition too:
- Hardback£101.80(9781433109843)
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.
«This volume is a powerful empirical follow up on Gee’s notion of affinity spaces that asks us to move beyond the view of games as merely a designed object to the view of games as both designed object and emergent culture. What is so powerful about this collection of essays is the way in which they document how that combination - technology plus affinity group - enables and empowers truly transformative learning to take place. The authors in this volume represent the brightest young scholars in the field. Together, they offer us a much more nuanced and complex account for learning - one that is far more actionable because it is simply far more correct. This is a must-read for anyone interested in learning technologies in general.» (Constance Steinkuehler, University of Wisconsin-Madison)
«The chapter authors in this highly accessible text invite readers to use, expand, and critique current understandings of learning in affinity spaces. Though focused specifically on video game affinity spaces, findings from the eight research projects reported here have broad implications for how we view learning more generally, whether in school-defined literacy practices, online teacher education courses, or vastly different settings.» (Donna Alvermann, University of Georgia)
«This volume is a powerful empirical follow up on Gee’s notion of affinity spaces that asks us to move beyond the view of games as merely a designed object to the view of games as both designed object and emergent culture. What is so powerful about this collection of essays is the way in which they document how that combination - technology plus affinity group - enables and empowers truly transformative learning to take place. The authors in this volume represent the brightest young scholars in the field. Together, they offer us a much more nuanced and complex account for learning - one that is far more actionable because it is simply far more correct. This is a must-read for anyone interested in learning technologies in general.» (Constance Steinkuehler, University of Wisconsin-Madison)
«The chapter authors in this highly accessible text invite readers to use, expand, and critique current understandings of learning in affinity spaces. Though focused specifically on video game affinity spaces, findings from the eight research projects reported here have broad implications for how we view learning more generally, whether in school-defined literacy practices, online teacher education courses, or vastly different settings.» (Donna Alvermann, University of Georgia)
ISBN: 9781433109836
Dimensions: unknown
Weight: 380g
254 pages
New edition