Enjoy fast, FREE delivery, exclusive deals and award-winning movies & TV shows with Prime
Try Prime
and start saving today with Fast, FREE Delivery
Amazon Prime includes:
Fast, FREE Delivery is available to Prime members. To join, select "Try Amazon Prime and start saving today with Fast, FREE Delivery" below the Add to Cart button.
Amazon Prime members enjoy:- Cardmembers earn 5% Back at Amazon.com with a Prime Credit Card.
- Unlimited Free Two-Day Delivery
- Instant streaming of thousands of movies and TV episodes with Prime Video
- A Kindle book to borrow for free each month - with no due dates
- Listen to over 2 million songs and hundreds of playlists
- Unlimited photo storage with anywhere access
Important: Your credit card will NOT be charged when you start your free trial or if you cancel during the trial period. If you're happy with Amazon Prime, do nothing. At the end of the free trial, your membership will automatically upgrade to a monthly membership.
Buy new:
$18.51$18.51
FREE delivery: Tuesday, Aug 1 on orders over $25.00 shipped by Amazon.
Ships from: Amazon.com Sold by: Amazon.com
Buy used: $6.47
Other Sellers on Amazon
& FREE Shipping
83% positive over last 12 months
+ $3.99 shipping
91% positive over last 12 months
Usually ships within 4 to 5 days.
+ $3.99 shipping
87% positive over last 12 months
Usually ships within 4 to 5 days.
Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet, or computer - no Kindle device required. Learn more
Read instantly on your browser with Kindle for Web.
Using your mobile phone camera - scan the code below and download the Kindle app.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition Paperback – December 26, 2007
| Price | New from | Used from |
- Kindle
$12.99 Read with Our Free App - Paperback
$18.5159 Used from $1.73 11 New from $14.45 3 Collectible from $8.98
Purchase options and add-ons
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.
- Print length256 pages
- LanguageEnglish
- PublisherSt. Martin's Griffin
- Publication dateDecember 26, 2007
- Dimensions6.1 x 0.65 x 9.2 inches
- ISBN-101403984530
- ISBN-13978-1403984531
The Amazon Book Review
Book recommendations, author interviews, editors' picks, and more. Read it now.
Frequently bought together

What do customers buy after viewing this item?
- Most purchased | Lowest Pricein this set of products
Drive: The Surprising Truth About What Motivates UsPaperback - Highest ratedin this set of products
New Literacies Practices: Designing Literacy Learning (New Literacies and Digital Epistemologies)Margaret Carmody HagoodPaperback
Editorial Reviews
Review
“Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option.” ―Terrence Hackett, The Chicago Tribune
“These games succeed because, according to Gee, they gradually present information that is actually needed to perform deeds.” ―Norman A. Lockman, USA Today
“James Paul Gee's What Video Games Have to Teach Us About Learning and Literacy has been a transformative work. Gee might be described as the Johnny Appleseed of the serious games movement, planting seeds that are springing new growth everywhere we look. More than anyone else, he has forced educators, parents, policy makers, journalists, and foundations to question their assumptions and transform their practices. Gee combines the best contemporary scholarship in the learning scientists with a gamer's understanding of what is engaging about this emerging medium.” ―Henry Jenkins, author of Convergence Culture: Where Old and New Media Collide
About the Author
Product details
- Publisher : St. Martin's Griffin; 2nd edition (December 26, 2007)
- Language : English
- Paperback : 256 pages
- ISBN-10 : 1403984530
- ISBN-13 : 978-1403984531
- Item Weight : 10 ounces
- Dimensions : 6.1 x 0.65 x 9.2 inches
- Best Sellers Rank: #215,126 in Books (See Top 100 in Books)
- #378 in Medical Cognitive Psychology
- #569 in Popular Culture in Social Sciences
- #653 in Cognitive Psychology (Books)
- Customer Reviews:
Important information
To report an issue with this product, click here.
About the author

James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies and Regents’ Professor at Arizona State University. He is a member of the National Academy of Education. His books include: Sociolinguistics and Literacies (Fifth Edition 2015); Situated Language and Learning (2004); An Introduction to Discourse Analysis (Fourth Edition 2014); What Video Games Have to Teach Us About Learning and Literacy (Second Edition 2007); How to Do Discourse Analysis (Second Edition 2014); The Anti-Education Era: Creating Smarter Students through Digital Media (2013); and Literacy and Education (2015). Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.
Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonSubmit a report
- Harassment, profanity
- Spam, advertisement, promotions
- Given in exchange for cash, discounts
-
Top reviews
Top reviews from the United States
There was a problem filtering reviews right now. Please try again later.
He makes excellent points that I, and I am sure others, will relate to. Learning through hands-on experience can be so much more rewarding and long lasting, and the scenarios which video games players find themselves working within, activate situated cognition and social learning. In other words, Gee shows us how video games help players learn how to pick up on patterns, learn through the situations they engage within, and operate within a social network where they can synthesize their skills and strategies as a main character in the drama of the game. What I have learned from reading this book is how transformative video game learning can be as compared to passive or outside experience of, for example, listening to a teacher lecture, because players can actually become one of the characters and therefore activate higher levels of learning.
He does mention the issues of violence and gender (how women are depicted) in video games (an area of concern for parents and educators), and in that chapter he briefly provides readers some research based evidence to consider on the effects of violence and gender issues on players. I understand that he is asking readers to re-consider pop culture's sometimes overblown concerns of video gaming, and take a good look at really what is really going on in video games.
It is a fascinating read and it has caused me to reconsider the hours my teens spend on their video games. Although balance is neccesary, I am priming myself to not be so judgemental in my thinking that they are just "wasting their time" and not being productive. There is more going on than I ever realized!
This book is NOT a methods book. You will NOT learn techniques on how to design better games or better instruction. But you WILL learn how video games encourage deep learning (i.e., a deep understanding of the game and how to be successful) and develop critical thinking skills that players use to become successful at playing a specific game AND video games in general. You will learn that game designers deliberately develop deep learning and critical thinking skills, NOT to make players experts in zombies or war, but to set them up to be successful at playing the game and to have a great game playing experience. That gamers foster learning that develops self-esteem and self-efficacy through game play. Gee will also share his opinion of how the educational system might incorporate these elements in the classroom to foster critical thinking and deep learning of subject matter.
If you don't play video games, this book will give you insight in to the kind of learning that is deliberately encouraged in video games.
If you DO play video games, you'll develop an understanding of why the games you play are designed that way.
If you design instruction (or video games) you'll now have a framework and a vocabulary you can use to design and discuss those elements that make learning engaging and effective.
That's not to say that every video game on the shelf will meet the above criteria, but as James Gee points points out: many do. After all, if they don't, they're out of business. In the meantime, our educational system could really benefit from picking up a few of the techniques described in this book - ever wonder why so many "ADHD students" can't sit still in class, but then spend hours concentrated on a video game? Perhaps it's not the students, but rather the method of delivery and the content itself? The book offers 36 principles that are often found in great games, and which can help us build both better classrooms and computer games -- or, even better, classrooms with engaging computer games.
The only place I would ding the book is that his examples are slightly outdated and this can be expected considering how quickly the video game industry moves but his observations still hold up. Gee has some very interesting ideas about video games without getting too caught up in theoretical terminology, so even though it tends towards the academic, it is still open to more casual readings. It's a good resource for critical theory on video games and well worth the cost.
Top reviews from other countries
S'cratchy the Khajiit: I'm more interesting that George Washington, teacher. That's not because Washington is boring. It's because you are.
Reviewed in Canada 🇨🇦 on February 22, 2016
S'cratchy the Khajiit: I'm more interesting that George Washington, teacher. That's not because Washington is boring. It's because you are.
30分やそこら、ゲームをやっても脳に影響など全くない。
もちろんスポーツのしすぎで、靱帯を痛めたりすることがあるように、やり過ぎは、どんなことでもよくないのは当然である。
Well written
Very worth reading for educators and parents
Surprisingly (at least to me), they - according to Gee - are very similar to the strategies that cognitive science and learnign science propose for active and critical learning. So, in the process of reading this book the reader gains not only insight in the functionality of video games, but also in modern learning theories:
How for instance good learning about physics not only focuses on content (like physical principles), but also on the "domain of physics" itself: Understanding specific values, language, and goals practiced within the scientific community. Or that learning about a certain domain (natural or human science, music, games..) forms the identity of a learner.
Certaing games (Gee labels them "good games") are very good at adressing these issues, and are therefore easy and fun to learn for the player, reward her at the right moment and so on.
In the book, Gee describes a whole of 36 of such principles of good learning and analyses modern games of different genres according to these principles. He focuses on complex games that allow the player to enter a virtual wold or tell a complex story. Examples from the text include The Sims, Half Life, Halo, Picmin, World Of Warcraft, Arcanum, Time Machine, Castle Wolfenstein... (just to list a few).
I found the book very interesting, especially from the perspective of producing educational and serious games. I also liked the structure of the book, where each principle is explained by different expamples from games or scientific studies. The text is easy to read, entertaining (when Gee talks about his own expieriences with games), and occasionally provocative (like, when he states that computergames are sometimes better at teaching than school teachers).
However, the reader will not (or only marginally) find topics like violence in games, gender roles or video game addiction covered.
About me: I studied digital media technology and design, have a lot of experience in playing video games and am reading the book primarily as theoretical background for creating an educational game.











