Technopopular culture such as computer games immerses young people in highly complex and engaging worlds, worlds in which literacy and communicative practices are significantly reconfigured and extended by the contexts in which they occur. This paper reports on a study exploring the textual engagement, pleasures and literacies entailed in playing on line computer games amongst a group of young people aged 15-16. It explores the ways in which these young people read and utilised intersections between traditional print-based text, visual images, symbols, sound, interactivity and other elements to play and make sense of a range of Real Time Strategy and Role Playing Computer Games; the place of games and gaming amongst other text-based leisure...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Cultural significance of digital role-playing games is associated with dynamic emergence of communic...
[[abstract]]The main purpose of this study is to understand how dialectical development between on-l...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
ABSTRACT This article addresses practices of textual appropriation in computer games made by young p...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
Conventional wisdom about young people’s use of digital technology often equates generational identi...
In recent years, research in computer-mediated communication (CMC) via the Internet has revealed the...
ABSTRACT The claim that video games are replacing literacy activities that is bandied about in the A...
Conventional wisdom about young people’s use of digital technology often equates generational identi...
Many recent efforts to promote new literacies involve the promotion of creative media production as ...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
The purpose of this study was to explore the role that tabletop role-playing games (TRPGs) play in d...
The popular media and some aspects of social science research view computer gaming either in disrupt...
Abstract. Many new literacies efforts promote creative media production as a way to foster youth ’ l...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Cultural significance of digital role-playing games is associated with dynamic emergence of communic...
[[abstract]]The main purpose of this study is to understand how dialectical development between on-l...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
ABSTRACT This article addresses practices of textual appropriation in computer games made by young p...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
Conventional wisdom about young people’s use of digital technology often equates generational identi...
In recent years, research in computer-mediated communication (CMC) via the Internet has revealed the...
ABSTRACT The claim that video games are replacing literacy activities that is bandied about in the A...
Conventional wisdom about young people’s use of digital technology often equates generational identi...
Many recent efforts to promote new literacies involve the promotion of creative media production as ...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
The purpose of this study was to explore the role that tabletop role-playing games (TRPGs) play in d...
The popular media and some aspects of social science research view computer gaming either in disrupt...
Abstract. Many new literacies efforts promote creative media production as a way to foster youth ’ l...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Cultural significance of digital role-playing games is associated with dynamic emergence of communic...
[[abstract]]The main purpose of this study is to understand how dialectical development between on-l...