Women and gaming : the Sims and 21st century learning

Bibliographic Information

Women and gaming : the Sims and 21st century learning

James Paul Gee and Elisabeth R. Hayes

Palgrave Macmillan, 2010

1st ed

Available at  / 3 libraries

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Note

Includes bibliographical references (p. [187]-201) and index

Description and Table of Contents

Description

The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.

Table of Contents

Video Games and 21st Century Skills: Why the Sudden Worldwide Interest in Video Games and Learning? Games Go Beyond Gaming to Design and New Communities: Women Lead the Way The Nickel and Dimed Challenge: Designing New Forms of Socially Conscious Play A Young Girl Becomes a Designer and Goes Global, Succeeding at 21st Century Skills but Still Failing at School How Passion Grows: A Retired Shut In Goes from Making a Purple Potty to Gaining Millions of Fans Passionate Affinity Groups: A New Form of Community that Works to Make People Smarter A Young Girl and Her Vampire Stories: How a Teenager Competes with a Best Selling Author From the Sims to Second Life: A Young Woman Transforms Her Real Life and Gets a Graduate Education by Living in a Virtual World, Then She Goes to Graduate School What Does it All Mean: What Women and the Sims Have to Teach Us About what Education and Learning Will Look Like in the 21st Century

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