Why Video Games Are Good for Your Soul: Pleasure and Learning
By James Paul Gee. 2005
284 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/a3616831671b346ecfb8bfd2d921a86f84e83c1c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Rebecca W. Black
- S. Thorne
- Julie M. Sykes
- James Paul Gee
- Dorothy M. Chun
- Julie A. Belz
- Alecia Marie Magnifico
- Damien Djaouti
Citations in the corpus
- Situated Learning through Social Networking Communities: The Development of Joint Enterprise, Mutual Engagement, and a Shared Repertoire. (2011, unknown): “Gee (2005) describes this process of text and media remixing as “hybridizing” and mentions its prominence among youth in online environments.”
- Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009, background): “Hybridizing (i.e., the process of taking existing linguistic, semiotic, and/or cultural materials and recombining them to create new meanings) is a particularly salient aspect of contemporary youth’s participation in online affinity spaces (Gee, 2005).”
- Game–like learning: An example of situated learning and implications for opportunity to learn (2008, background): “…interest during the last few years in the role that good video games and related types of simulations can play in learning inside and outside schools (e.g., Barab et al. 2005; Barab et al. in press; Gee 2003a, 2005; Jenkins and Squire 2004; Shaffer 2007; Squire 2005, 2006; Steinkuehler 2004, 2006).”
- Pleasure, Learning, Video Games, and Life: The Projective Stance (2005, background): “In this respect I want to talk about two different types of games (Gee, 2005).”
- From Content to Context: Videogames as Designed Experience (2006, unknown): “As players interact with the world to ascertain possibilities for action, they develop a professional vision for the affordances of the world (Gee, 2005; Goodwin, 1994; Jenkins & Squire, 2004).”
- Good video games and good learning (2007, background): “LEARNING PRINCIPLES So, let’s take a brief look at some of the learning principles that good games incorporate (Gee 2003, 2004, 2005).”