© 2007

Gaming Lives in the Twenty-First Century

Literate Connections

  • Cynthia L. Selfe
  • Gail E. Hawisher
  • Derek Van Ittersum

Table of contents

  1. Front Matter
    Pages i-xiii
  2. Introduction: Gaming Lives in the Twenty-First Century

    1. Gail E. Hawisher, Cynthia L. Selfe
      Pages 1-17
  3. Gaming and Literacy

    1. Front Matter
      Pages 19-19
    2. Cynthia L. Selfe, Anne F. Mareck, Josh Gardiner
      Pages 21-35
    3. Iswari P. Pandey, Laxman Pandey, Angish Shreshtha
      Pages 37-51
    4. Daniel Keller, Paul Ardis, Vivienne Dunstan, Adam Thornton, Rachel Henry, Brett Witty
      Pages 71-87
    5. Back Matter
      Pages 88-89
  4. The Social Dimensions of Gaming

    1. Front Matter
      Pages 91-91
    2. Stephanie Owen Fleischer, Susan A. Wright, Matthew L. Barnes
      Pages 143-160
    3. Back Matter
      Pages 161-163
  5. Gaming and Difference

    1. Front Matter
      Pages 165-165
    2. Jonathan Alexander, Mack Mccoy, Carlos Velez
      Pages 167-189
    3. Matthew Bunce, Marjorie Hebert, J. Christopher Collins
      Pages 191-202
    4. John E. Branscum, Frank Quickert
      Pages 217-228

About this book


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.


Computer environment Gaming gender Generation identity learning Nation technology time video

Editors and affiliations

  • Cynthia L. Selfe
    • 1
  • Gail E. Hawisher
    • 2
  • Derek Van Ittersum
    • 3
  1. 1.Department of EnglishThe Ohio State UniversityUSA
  2. 2.Center for Writing StudiesUniversity of Illinois, Urbana-ChampaignUSA
  3. 3.University of Illinois, Urbana-ChampaignUSA

About the editors

CYNTHIA L. SELFE is Humanities Distinguished Professor in the English Department at The Ohio State University, USA.

GAIL E. HAWISHER is University Distinguished Teacher/Scholar and Founding Director of the Center for Writing Studies at the University of Illinois, Urbana-Champaign, USA.

JAMES PAUL GEE has written the Foreword to this book. He is one of the most well-known professors of education in the United States. He teaches at the University of Wisconsin, Madison and is the author of several books, including What Video Games Have To Teach Us About Learning and Literacy (Palgrave Macmillan, 2004).

Bibliographic information