Learning in Video Game Affinity Spaces

Cover of Learning in Video Game Affinity Spaces by Elisabeth R. Hayes
Publisher: P. Lang
Year: 2012
Language: en
Edition: First Edition
Pages: 254
ISBN-13: 9781433109836
Dimensions:
Height: 8.8 Inches
Length: 5.9 Inches
Weight: 0.8377565956 Pounds
Width: 0.6 Inches
Dewey Decimal: 794.8
Editorial overview Touché

Learning in Video Game Affinity Spaces by Elisabeth R. Hayes, published by P. Lang in 2012, explores the intersection of video games and education. This first edition, comprising 254 pages, examines how engagement with games influences learning, literacy, and social participation in contemporary society. The book focuses on the concept of affinity spaces, where individuals gather around shared interests, and analyzes the social interactions that occur within these environments.

Readers will find a thorough investigation into how digital media fosters unique forms of learning and literacy, moving beyond traditional educational frameworks. The text delves into the implications of these interactions for current educational systems, highlighting both the potential benefits and challenges. With topics such as communication studies and social science woven throughout, this book provides valuable insights into the role of games and activities in shaping educational experiences.


Official synopsis Publisher

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.

FAQ
What is “Learning in Video Game Affinity Spaces” about?
This page includes the available description and bibliographic details for “Learning in Video Game Affinity Spaces” by Elisabeth R. Hayes. Synopsis preview: 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…
Who is the author of “Learning in Video Game Affinity Spaces”?
“Learning in Video Game Affinity Spaces” is credited to Elisabeth R. Hayes.
When was “Learning in Video Game Affinity Spaces” published?
Publisher: P. Lang. Year: 2012.
What is the ISBN for “Learning in Video Game Affinity Spaces”?
ISBN-13: 9781433109836.
What are the book details (language, pages, edition)?
Language: en. Pages: 254. Edition: First Edition.

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