Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies fr
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say s
This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game De
Recognizing the vast numbers of old and young people alike that interact, socialize, and learn through gameplay, this book explores research approaches to games
Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular cul