James Paul Gee

  • Emeritus Professor, Arizona State University
  • Professor and Chair, Department of Developmental Studies & Counseling, Boston University
  • Professor, University of Southern California
  • Faculty, School of Language and Communication, Hampshire College
  • Instructor (early career), Stanford University

[email protected]

scholar.google.com/citations?user=_7Y_knQAAAAJ

orcid.org/0000-0002-4653-5313

Impact Metrics
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Total Citations
5
PR Journals
0
h-index
0
i10-index
0
Top Conf
3
Other Works
Awards & Honors
Fellow

American Educational Research Association (AERA)

2014
Regents’ Professorship

Arizona State University

2014
Elected Member

National Academy of Education

2007
Past Positions

Mary Lou Fulton Presidential Professor of Literacy Studies; Regents’ Professor, Arizona State University

2007–2020

Tashia F. Morgridge Professor of Reading, University of Wisconsin–Madison

1997–2007

Jacob Hiatt Chair in Education, Clark University

1993–1997
Education
Ph.D., Linguistics
Stanford University
M.A., Linguistics
Stanford University
B.A., Philosophy
University of California, Santa Barbara
Biography

James Paul Gee is an Emeritus Professor and Regents’ Professor (ret.) best known for foundational work in New Literacy Studies, discourse analysis, and game‑based learning. After early work in theoretical and psycho‑linguistics, his scholarship turned to literacy as social practice and the learning sciences, culminating in influential books and articles on how video games embody effective learning principles, identity development, and semiotic domains. He has held named chairs at the University of Wisconsin–Madison and Arizona State University and is an elected member of the National Academy of Education.

Theories & Frameworks
Affinity Spaces

Concept describing interest‑driven, networked social spaces where people share allegiance to and participation in specific practices; used to explain learning, identity, and knowledge sharing around games and other domains.

Introduced: 2004
36 Learning Principles of Good Video Games

A set of learning principles embodied in well‑designed games (e.g., identity, well‑ordered problems, pleasantly frustrating challenges, just‑in‑time information) that inform effective learning design inside and outside games.

Introduced: 2003
Projective Stance

An embodied, identity‑projecting stance players take toward avatars and worlds, linking self, goals, and actions; used to theorize learning and agency in and beyond games.

Introduced: 2008
Four Identity Perspectives (N‑, I‑, D‑, A‑identities)

Framework for analyzing identity as Nature‑, Institution‑, Discourse‑, and Affinity‑based, used widely in literacy and learning research to study how power and social practices shape identities.

Introduced: 2000
Semiotic Domains

Concept of domains defined by distinctive symbol systems and practices; literacy entails recognizing and producing meanings within such domains, including games.

Introduced: 2003
Research Interests
  • Critical Theory
  • Digital Literacy
  • Educational Gaming
  • Game Studies
  • Learning Sciences
  • Media Theory and Mediation
  • Situated Learning
  • Software Studies
  • Visual Literacy
Peer-reviewed Journal Articles & Top Conference Papers
5

Literacy Research: Theory, Method, and Practice • Journal

James Paul Gee

Gee and Zhang argue for a sensation‑based account of cognition and learning, linking embodied cognition, allostatic load, and situational meaning to literacy development. They propose that sense‑making is grounded in sensation and discuss implications for learning design, media, and human flourishing.

Games and Culture • Journal

James Paul Gee

Gee examines how modern video games illuminate human thinking and problem solving as situated and embodied. He introduces the “projective stance” as a form of embodied cognition characteristic of many games and argues that such stance-taking is also pervasive in everyday social interaction, helping explain why games can be powerful sites of learning.

E‑Learning and Digital Media • Journal

James Paul Gee

How do designers of successful games get new players to learn long, complex games? Gee contends that good games incorporate strong learning principles. He outlines 13 principles under three clusters—Empowered Learners, Problem Solving, and Understanding—and argues that the main impediment to using these principles in schools is not only monetary cost but the cost of changing beliefs about where and how learning happens.

Phi Delta Kappan • Journal

James Paul Gee

The authors argue that games—and learning—are most powerful when personally meaningful, experiential, social, and epistemological. They propose designing learning environments that leverage games’ educational properties while grounding them in a contemporary theory of learning. Because games present simulated worlds that embed social practices, they can help learners join valued communities of practice and develop the ways of thinking that organize those practices.

Cognitive Science • Journal

James Paul Gee

Using spontaneous storytelling, reading, and parsing tasks, the study tests whether empirical data reflect narrative structure as predicted by plot‑unit analysis. Spontaneous pauses aligned strongly with theoretically important boundaries, suggesting that pausing behavior can index narrative structure and inform competing models of narrative organization.

Other Works
3

Peter Lang • Book

James Paul Gee

This collection synthesizes Gee’s essays arguing that good games teach through well‑designed, mentored problem‑solving experiences and through participation in “passionate affinity spaces.” He contrasts drill‑and‑practice approaches with problem‑ and goals‑centered learning, offering a model of collaborative, interactive, embodied learning that can be achieved with or without games.

St. Martin’s Griffin (Palgrave Macmillan) • Book

James Paul Gee

Gee argues that well‑designed commercial video games embody robust principles of learning and literacy. Using cases from contemporary games, he explores how players develop identities, grasp meaning, and learn to think and act in complex semiotic domains through problem solving, feedback, and performance before competence. The revised edition extends the framework to newer titles and elaborates implications for schooling and digital media‑rich learning.

Phi Delta Kappan • Journal

Richard Halverson, James Paul Gee

Argues that well‑designed video games embody social practices and epistemic forms that can support powerful learning. Proposes design principles for learning environments that leverage games’ meaningful, experiential, and social qualities, and outlines implications for integrating game‑based learning with schooling.