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Titlebook: Gaming Lives in the Twenty-First Century; Literate Connections Cynthia L. Selfe (Humanities Distinguished Profess Book 2007 Palgrave Macmil

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,Haut und Sinnesorgane (Ästhesiologie),uter gamers in the United States at the beginning of the twenty-first century. Building on the popularity of James Paul Gee’s book . (2003), the volume examines Gee’s claim that good computer games can provide better literacy and learning environments than U.S. schools. Our aim throughout the book i
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https://doi.org/10.1007/978-3-642-96019-2 States (Frauenfelder, 2001; “Video games,” 2004), causing concerns that games may be taking over the television audience. Reporting on a recent study, CNN (“Is TV losing out,” 2004) speculated that “increased video game play could be among the many factors leading to the decline in TV viewership by
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H. J. Arndt,C. Benda,Rudolf Jaffépposed to the idea that reading and writing are cognitive skills that exist independent of context, literacy as a social practice (Street, 1984) is predicated upon the notion that meaning is always situated—“local, grounded in actual practices and experiences” (Gee, 1996, p. 41). In such local conte
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