What Video Games Have to Teach Us About Learning and Literacy

What Video Games Have to Teach Us About Learning and Literacy

Book - 2007
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Baker & Taylor
Argues that video games go beyond entertainment and examines the principles that make these games valuable tools of learning and literacy.

McMillan Palgrave

The definitive look at all that can be learned from video games

James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

& Taylor

In a revised edition of his classic study, a professor of education identifies the positive benefits of video games, citing popular titles, including new games on the market, and noting their ability to promote cognitive development, a sense of identity, decision-making abilities, and the establishment of role models. Original. 30,000 first printing.

Publisher: New York : Palgrave Macmillan, 2007
Edition: Rev. and updated ed
ISBN: 9781403984531
Characteristics: 249 p. ; 24 cm


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Aug 11, 2015

For any policy maker who would like to realize the potential that already exists, Gee’s book is an excellent guidebook through the world of gaming and its potential for learning. For any educator who is interested in a set of new principles of learning, Gee’s book is an excellent resource. For any gamer who would like to understand how gaming is good, Gee’s book is an excellent read.

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