Monday, 27 October 2014

[D781.Ebook] Download Ebook Women and Gaming: The Sims and 21st Century Learning, by J. Gee, Elisabeth R. Hayes

Download Ebook Women and Gaming: The Sims and 21st Century Learning, by J. Gee, Elisabeth R. Hayes

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Women and Gaming: The Sims and 21st Century Learning, by J. Gee, Elisabeth R. Hayes

Women and Gaming: The Sims and 21st Century Learning, by J. Gee, Elisabeth R. Hayes



Women and Gaming: The Sims and 21st Century Learning, by J. Gee, Elisabeth R. Hayes

Download Ebook Women and Gaming: The Sims and 21st Century Learning, by J. Gee, Elisabeth R. Hayes

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Women and Gaming: The Sims and 21st Century Learning, by J. Gee, Elisabeth R. Hayes

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.

  • Sales Rank: #1750077 in Books
  • Published on: 2010-04-15
  • Released on: 2010-04-15
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.59" h x .77" w x 6.34" l, .97 pounds
  • Binding: Hardcover
  • 208 pages

Review

"James Paul Gee and Elisabeth R. Hayes offer us vivid portrait of women of all ages gaming beyond gaming, transforming the successful The Sims video games into a platform for their own social, creative, and intellectual lives. These women are gamers, but they are also tinkerers, community leaders, authors, programmers, and artists, and their engagement with The Sims has opened up new opportunities for them to learn and grow far beyond the classroom. Gee and Hayes are patient, informed, and insightful guides showing us how these kinds of participatory cultures might transform our understanding of education in the 21st century." - Henry Jenkins, Confronting the Challenges of a Participatory Culture: Media Education for the 21st Century

"Women and Gaming is must-read for anyone interested in the social or intellectual side of gaming - scholars, designers, players and parents alike.At long last, we have a serious treatment of the forms of social engineering or "soft modding" that women do as part of gameplay - not merely as some counterpoint to the (predominantly-male) practice of technical modding (modifying) found in gaming communities but in fact as a vital practice in its own right and a key feature of what it means to Design. Gee & Hayes have managed to treat an often-ignored topic with both depth and clarity." - Constance Steinkuehler, University of Wisconsin-Madison

About the Author

James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at the Arizona State University. He is the author of What Video Games Have to Teach Us About Learning and Literacy and Good Games and Good Learning. Elisabeth Hayes is a professor in the Division of Learning, Technology and Psychology in Education at ASU’s Graduate School of Education.

Most helpful customer reviews

2 of 2 people found the following review helpful.
Insightful discussion of women playing the Sims with provocative ties to education reform
By Elizabeth M. King
This book is the latest in a long series of books and articles by noted literacy, education and games scholars - James Paul Gee and Elisabeth Hayes. I found this book to be highly engaging and quite readable as they provide a wealth of real examples and poignant descriptions demonstrating how women and girls are using the popular Sims video games. It is interesting to note however, most of the emphasis is not on playing the Sims game specifically but Gee and Hayes describe instead how these innovative women are going beyond the game and leveraging the virtual communities around the game to meet their own specific interests.

As an educator myself - and a person who's not a digital native, I also see this book as providing a tremendous resource for educators looking to integrate technology in the classroom and indeed those educators who are looking to develop a broader understanding of the richer "beyond game" practices gamers are engaged in. For example, I found the chapter on writing fan fiction to be extremely relevant to the high school students I work with. Given all the hype around Twilight and all things vampire, the authors' account of vampire fan fiction is quite timely in terms of popular culture but also in terms of the digital storytelling techniques many educators are working to implement in the classroom. This chapter describes in detail the participatory writing processes embedded in these fan fiction communities. Their accounting of Alex's trajectory of writing denotes how her writing improves over time and also chronicles a common characteristic of this genre of writing - the impact of instant and iterative audience feedback uniquely present in these fan fiction communities. However, a point that I particularly enjoyed - the authors directly take on the arguments more "high-brow" critics use to disparage such activities, illustrating that fan fiction writing clearly has a place among more notable literacy genres.

Overall I see this book as providing two major overarching contributions: First, it provides a necessary discussion of the innovative gaming practices engaged in by women and girls playing the Sims. This is important to note because the gender issue is frequently only addressed in games-based discussions in conjunction with commentary on their lack of participation with this media. In addition, as the authors note, this gaming franchise has been largely neglected in the literature about gaming and as the largest selling game franchise in history, it bears exploration. Gee and Hayes go beyond the issue of gender based disparities and actually depict not only practices germane to the Sims and Sims communities, but clearly and thoughtfully identify and discuss the productivity of these practices. This dovetails with the second accomplishment of this text - a theme that's back grounded as a through thread - a provocative running commentary on the current state of education and educational reform initiatives. The authors skillfully juxtapose current education practices against those evolving in gaming communities and digital media culture highlighting what we might learn from the richly productive practices embedded in and beyond gaming.

I highly recommend this book and eagerly await their next publication!

0 of 0 people found the following review helpful.
From Consumers to Prosumers
By Amazon Customer
This is a case study of five exceptional female gamers who at some point played The Sims (a computer game). These players were chosen because they are exemplary prosumers, a term invented by Albert Toffler, to distinguish consumers who also produce new content. For example, one subject uses screenshots from her Sims game to illustrate novels that she posts online. Another started by learning to recolor furniture within the game.

One interesting section of the book contrasts the forums used by these prosumers to get the information that they needed to make their creations and to distribute the completed creations with traditional classrooms. The authors characterize the forums as passionate affinity groups and note that:
* These communities are not segregated by age or ability.
* All different kinds of knowledge are respected (well, not by every user).
* Everyone is free to contribute and to use the material contributed by others.
* The content is subject to change, and input from multiple people can shape it.
* There are a lot of different ways to earn status in the community; roles and leaders are constantly changing.
* Prosumers are rewarded with compliments and useful feedback.
* Learning is proactive, but help is allowed and is generally welcome.

School classrooms, whether the students are kindergartners or graduate university students, on the other hand, are utterly stratified. The roles of the instructor and of the student are strictly defined, and the purpose of the class is usually to transmit knowledge rather than to create new knowledge through interaction.

0 of 0 people found the following review helpful.
Great reasearch of learning that goes on around videogames
By Tony
The authors concentrate, not precisely on women that play The Sims, but in what is happening around the game. With theory about learning and videogames, they narrate the experience of several women and their experiences that go beyond their gaming. They analyze communities that are formed around videogames (in this case, The Sims), that are places where experts can help novices. They compare school to this type of communities and they give some ideas of how students/gamers can learn.

The chose the experiences of different types of women (from teenagers to a 65 year old woman who is sick) and each story shows an important aspect of learning.

In my own investigations I had concentrated in learning that goes on while gamers are playing, but this book opened a new horizon: I was able to see gamers as designers that adquire skill using 21st century digital learning tools to create artifacts and/or cultural products outside the game. It also gives a view of how women gamers play and what they do with videogames.

See all 5 customer reviews...

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