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1. Literacy, English, and Computer Games.

2. Shifting landscapes of digital literacy

3. Teacher learning and the everyday digital

5. ‘Redstone is like electricity’: Children’s performative representations in and around Minecraft

6. Teachers' Beliefs about the Possibilities and Limitations of Digital Games in Classrooms

7. Games as Text, Games as Action

8. A Model for Critical Games Literacy

9. Computer games — pushing at the boundaries of literacy

10. IT'S THE E-THING: World of Warcraft Meets Coke in China.

13. Editorial

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