This edited volume explores postdigital orientations to digital games and gaming, focusing on the technopolitical and commercial forces shaping game-based learning. It challenges assumptions about games as inherently critical learning environments and analyzes how design, economics, and pedagogy intersect in educational contexts. Contributors investigate identity formation, literacy practices, and the entanglement of digital and physical learning spaces. By interrogating the role of EdTech and postdigital literacies, the book offers fresh perspectives on how games influence education. This book is of particular use to researchers in education, digital media, literacy studies, and critical EdTech.
This edited volume explores postdigital orientations to digital games and gaming, focusing on the technopolitical and commercial forces shaping game-based learning. It challenges assumptions about games as inherently critical learning environments and analyzes how design, economics, and pedagogy intersect in educational contexts.
Publisher
Springer
Publication Date
May 2026
ISBN
9783032210340
Pages
322 p.
Item Type
Book
Format
Hardcover
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