Cargando…

Families at Play : Connecting and Learning through Video Games /

"How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sine...

Descripción completa

Detalles Bibliográficos
Autores principales: Siyahhan, Sinem, Gee, Elisabeth (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Cambridge, Massachusetts : The MIT Press, [2018]
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

LEADER 00000cam a22000004a 4500
001 musev2_57564
003 MdBmJHUP
005 20230905045916.0
006 m o d
007 cr||||||||nn|n
008 180205s2018 sz o 00 0 eng d
020 |a 9780262344579 
020 |z 9780262037464 
020 |z 0262344572 
035 |a (OCoLC)1021803829 
040 |a MdBmJHUP  |c MdBmJHUP 
100 1 |a Siyahhan, Sinem. 
245 1 0 |a Families at Play :   |b Connecting and Learning through Video Games /   |c Sinem Siyahhan and Elisabeth Gee. 
264 1 |a Cambridge, Massachusetts :  |b The MIT Press,  |c [2018] 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2018 
264 4 |c ©[2018] 
300 |a 1 online resource (216 pages). 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 0 |a John D. and Catherine T. MacArthur Foundation series on digital media and learning 
505 0 |a A new perspective on games and families -- Strengthening family relations -- Family learning and video games -- Understanding oneself, each other, and the world -- Developing a learning culture through gaming -- Designing for intergenerational play. 
520 |a "How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note"--The publisher. 
588 |a Description based on print version record. 
650 7 |a Video games  |x Social aspects.  |2 fast  |0 (OCoLC)fst01166440 
650 7 |a Intergenerational communication.  |2 fast  |0 (OCoLC)fst00976250 
650 7 |a Family recreation.  |2 fast  |0 (OCoLC)fst00920470 
650 7 |a Communication in families.  |2 fast  |0 (OCoLC)fst01728100 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 6 |a Communication entre generations. 
650 6 |a Communication dans la famille. 
650 6 |a Familles  |x Loisirs. 
650 6 |a Jeux video  |x Aspect social. 
650 0 |a Intergenerational communication. 
650 0 |a Communication in families. 
650 0 |a Family recreation. 
650 0 |a Video games  |x Social aspects. 
655 7 |a Electronic books.   |2 local 
700 1 |a Gee, Elisabeth,  |e author. 
710 2 |a Project Muse.  |e distributor 
830 0 |a Book collections on Project MUSE. 
856 4 0 |z Texto completo  |u https://projectmuse.uam.elogim.com/book/57564/ 
945 |a Project MUSE - Custom Collection 
945 |a Project MUSE - 2018 Complete 
945 |a Project MUSE - 2018 Global Cultural Studies