James Paul Gee
About
In The Last Decade
James Paul Gee
171 papers receiving 20.0k citations
Hit Papers
Peers
Comparison fields: 5 of 186
- Education 10.4k
- Sociology and Political Science 7.0k
- Developmental and Educational Psychology 6.9k
- Literature and Literary Theory 6.7k
- Language and Linguistics 3.6k
Countries citing papers authored by James Paul Gee
This map shows the geographic impact of James Paul Gee's research. It shows the number of citations coming from papers published by authors working in each country. You can also color the map by specialization and compare the number of citations received by James Paul Gee with the expected number of citations based on a country's size and research output (numbers larger than one mean the country cites James Paul Gee more than expected).
Fields of papers citing papers by James Paul Gee
This network shows the impact of papers produced by James Paul Gee. Nodes represent research fields, and links connect fields that are likely to share authors. Colored nodes show fields that tend to cite the papers produced by James Paul Gee. The network helps show where James Paul Gee may publish in the future.
Co-authorship network of co-authors of James Paul Gee
This figure shows the co-authorship network connecting the top 25 collaborators of James Paul Gee. A scholar is included among the top collaborators of James Paul Gee based on the total number of citations received by their joint publications. Widths of edges represent the number of papers authors have co-authored together. Node borders signify the number of papers an author published with James Paul Gee. James Paul Gee is excluded from the visualization to improve readability, since they are connected to all nodes in the network.
All Works
| # | Work | Indexed citations |
|---|---|---|
| 1 | 9 | |
| 2 | Affinity Spaces and 21st Century Learning. | 41 |
| 3 | Discourse analysis : from grammar to society | 1 |
| 4 | Good Video Games + Good Learning: collected essays on video games, learning and literacy | 210 |
| 5 | Glued to Games: How Video Games Draw Us in and Hold Us Spellbound | 3 |
| 6 | Digital Games and Libraries. | 9 |
| 7 | Playing metal gear solid 4 well: being a good snake | 3 |
| 8 | Welcome to our virtual worlds | 24 |
| 9 | Cats and Portals: Video Games, Learning, and Play. | 8 |
| 10 | Reflections on assessment from a sociocultural-situated perspective | 8 |
| 11 | 157 | |
| 12 | What Would a State of the Art Instructional Video Game Look like | 65 |
| 13 | 127 | |
| 14 | Learning by design: Games as learning machines | 114 |
| 15 | From video games, learning about learning | 2 |
| 16 | Teenagers in New Times: A New Literacy Studies Perspective. | 121 |
| 17 | Reading and the New Literacy Studies: Reframing the National Academy of Sciences Report on Reading. | 36 |
| 18 | 250 | |
| 19 | An introduction to human language | 0 |
| 20 | Narrative/Story Structure, Pausing, and American Sign Language. | 30 |
Rankless uses publication and citation data sourced from OpenAlex, an open and comprehensive bibliographic database. While OpenAlex provides broad and valuable coverage of the global research landscape, it—like all bibliographic datasets—has inherent limitations. These include incomplete records, variations in author disambiguation, differences in journal indexing, and delays in data updates. As a result, some metrics and network relationships displayed in Rankless may not fully capture the entirety of a scholar's output or impact.