James Paul Gee
Gee, J. P. (2008). Learning theory, video games, and popular culture. In The International Handbook of Children, Media and Culture (pp. 196-218). SAGE Publications Inc.. DOI: 10.4135/9781848608436.n12
Publication year: 2008

Today, children’s popular culture is more complex than ever before (Johnson, 2005). A game like Yu-Gi-Oh – a card game played by children as young as 7, either face-to-face or on a GameBoy handheld game machine – involves the sorts of complex language, vocabulary, and thinking skills we associate with the advanced grades in school (Gee, 2004). Children today ‘multi-task’ across multiple modalities, playing a video game like Age of Mythology, reading and writing about mythology, researching it on the internet, and, maybe, even contributing to websites devoted to the game and wider topics in mythology (Jenkins, 2006).