underscore the importance of pushing for clearer,
stronger links between theory, research, and prac-
tice in the field(s) of multimodal literacies and
pedagogies.
Gaming Lives in the
Twenty-First Century:
Literate Connections
Edited by Gail Hawisher
and Cynthia Selfe
Palgrave Macmillan,
2007, 288 pp.,
ISBN 978-1-4039-7220-0
The strength of Gam-
ing Lives lies in its
highly nuanced presen-
tation of the manifold
forms of engagement
of a diversity of gamers in an ever-increasing
diversity of gaming practices. As the volume title
implies, editors (and contributing authors) Gail
Hawisher and Cynthia Selfe take a unique “life
history approach” (p. 3) to the examination of the
complex phenomenon (or complex of phenomena,
perhaps) of video gaming and the evaluation of its
place within evolving, expanding notions of liter-
acy and learning in the twenty-first century. The
editors have organized this collection of 13 case-
study-oriented chapters and three “interchapters”
(excerpts from interviews with gamers of differ-
ent ages, levels of experience, and backgrounds)
to build upon and interrogate the earlier seminal
work of James Paul Gee, presented in his What
Video Games Have to Teach Us about Learning
and Literacy (2003). Hawisher and Selfe and the
other contributing authors add a critically impor-
tant layer of ethnographic richness, complication,
and balance to Gee’s discussions, exemplifying
the maturation of this field of inquiry in general.
In his helpful and insightful foreword, Gee writes,
“[The contributors] engage in critique without
destroying what they critique; they know how to
T
hreaded throughout this column, and the
three books I review herein, is a concern
for understanding the current and poten-
tial roles in literacy, learning, and life of dimen-
sions of communication excluded from traditional
conceptions of literacy education. These include
visual imagery, movement, gesture, sound,
embodiment, and even silence, as well as interre-
lations and interactions among them. The modifier
most often attached to this kind of multidimen-
sional meaning making is “multimodal,” owing
mainly to the influential work of Gunther Kress
and colleagues (cf. Jewitt & Kress, 2003; Kress,
2003; Kress & van Leeuwen, 1996/2006, 2001).
I will use this column as a platform for exploring
emerging notions of multimodal literacies, a topic
I continue to study in relation to digital storytell-
ing practices (e.g., Hull & Nelson, 2005; Nelson,
2006; Nelson, 2008).
To this end, I first discuss Gaming Lives in
the Twenty-First Century: Literate Connec-
tions (2007), edited by Gail Hawisher and Cyn-
thia Selfe, a volume of essays on the general topic
of computer-enabled gaming that provides both
a broad and close view of the intersecting lives
and multiple literacies of today’s gamers. Next,
I introduce and examine Pippa Stein’s (2007)
recent monograph, Multimodal Pedagogies in
Diverse Classrooms: Representation, Rights, and
Resources. In her book, written with an overarch-
ing goal to achieve social justice, Stein documents
the potent transformations that occur in the mul-
timodal texts and minds of the young South Afri-
cans who participated in the storytelling programs
she studied. Finally, I review Visual Approaches
to Teaching Writing: Multimodal Literacy 5–11,
by Eve Bearne and Helen Wolstencroft. This last
book is a theoretically well grounded, yet prac-
tical handbook for teachers wishing to tap the
multimodal meaning-making potentials of their
students. My implicit aim in selecting these par-
ticular texts and presenting them in this order is to
Professional Book Reviews
Multimodal Literacies:
Linking Theory, Research,
and Practice
Mark Evan Nelson
Professional Book Reviews
Language Arts ● Vol. 86 ● No. 2 ● November 2008
142
Copyright © 2008 by the National Council of Teachers of English. All rights reserved.