Amy Jussel, HASTAC, and MIT Press’ Open Access Books in the MacArthur Series

I was familiar with Amy Jussel’s excellent Shaping Youth blog, because she linked to a post of mine on exergaming a while back. Recently, Jussel shook some corporate trees by taking Target to task for some suggestive advertising. Target essentially brushed her off since she’s “just” a blogger, which resulted in a firestorm of criticism from the blogosphere (ouch, bad PR … and negative posts last forever in cyberspace). The New York Times took up her story, resulting in even more bad PR for Target.

Anyway, I was perusing Jussel’s blog when I discovered an entry in which she mentioned the MacArthur Foundation’s new book series with MIT Press. Her entry linked to HASTAC.org, which stands for Humanities, Arts, Science, and Technology Advanced Collaboratory.

The MacArthur Foundation Series on Digital Media and Learning is available through MIT Press in paper format. However, thanks to the foundation’s funding, MIT Press is offering the texts in digital format free. Of most likely interest to readers of this blog will be, The Ecology of Games. Here is the TOC:

Foreword
Mizuko Ito, Cathy Davidson, Henry Jenkins, Carol Lee, Michael Eisenberg, Joanne Weiss
The Ecology of Games: Connecting Youth, Games, and Learning: vii–ix.

Toward an Ecology of Gaming
Katie Salen
The Ecology of Games: Connecting Youth, Games, and Learning: 1–17.

Part I: Learning Ecologies

Learning and Games
James Paul Gee
The Ecology of Games: Connecting Youth, Games, and Learning: 21–40.

In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids’ Lives
Reed Stevens, Tom Satwicz, Laurie McCarthy
The Ecology of Games: Connecting Youth, Games, and Learning: 41–66.

E Is for Everyone: The Case for Inclusive Game Design
Amit Pitaru
The Ecology of Games: Connecting Youth, Games, and Learning: 67–86.

Part II: Hidden Agendas

Education vs. Entertainment: A Cultural History of Children’s Software
Mizuko Ito
The Ecology of Games: Connecting Youth, Games, and Learning: 89–116.

The Rhetoric of Video Games
Ian Bogost
The Ecology of Games: Connecting Youth, Games, and Learning: 117–139.

The Power of Play: The Portrayal and Performance of Race in Video Games
Anna Everett, S. Craig Watkins
The Ecology of Games: Connecting Youth, Games, and Learning: 141–164.

Part III: Gaming Literacies

Open-Ended Video Games: A Model for Developing Learning for the Interactive Age
Kurt Squire
The Ecology of Games: Connecting Youth, Games, and Learning: 167–198.

Why I Love Bees: A Case Study in Collective Intelligence Gaming
Jane McGonigal
The Ecology of Games: Connecting Youth, Games, and Learning: 199–227.

Education Unleashed: Participatory Culture, Education, and Innovation in Second Life
Cory Ondrejka
The Ecology of Games: Connecting Youth, Games, and Learning: 229–251.

Why Johnny Can’t Fly: Treating Games as a Form of Youth Media Within a Youth Development Framework
Barry Joseph
The Ecology of Games: Connecting Youth, Games, and Learning: 253–266.

Glossary
The Ecology of Games: Connecting Youth, Games, and Learning: 267–273.

Games Index
The Ecology of Games: Connecting Youth, Games, and Learning: 275–278.

No Comments

  • By Paul, January 31, 2008 @ 1:07 pm

    John,

    Thanks for the link. A reader of my blog gave me a link last fall to Mizuko Ito’s
    “Education vs. Entertainment: A Cultural History of Children’s Software.” It is a worthwhile read.

    I’m glad to see the book offered to everyone. I hope people make use of it.

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