This paper is part of the symposium: Gameplay, gameplayers and gaming capital: Exploring intersections between games, education and adolescent subjectivities in virtual worlds PEER REFEREEING REQUIRED In rethinking literacy education in light of unprecedented technological change, this paper reports on adolescent gamers and their accumulation of gaming capital. This is in opposition to more pervasive assumptions about gaming as mindless entertainment, learning simulations, ideological tools and interactive mediums for the masses. We see the need to research the medium of games in their entirety, exploring their uniqueness as a medium--while at the same time--making connections to a wider media ecology (Fuller, 2005) that includes more than ...
The following paper examines how adolescent gamers’ experiences reveal the complex learning systems ...
In his article The Meaning and Relevance of Video Game Literacy Jeroen Bourgonjon argues that vide...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
This paper explores how media education principles can be extended to digital games, and whether the...
How do videogame players who are ‘by day’ engaged in formal media and literacy education...
In the last decades, digital games have moved from niche to mainstream. As more people play, talk ab...
The goal of this study is to examine the notion of video game literacy and gaming capital from both ...
This article argues that digital games and school-based literacy practices have much more in common ...
This article argues that digital games and school-based literacy practices have much more in common ...
ABSTRACT The claim that video games are replacing literacy activities that is bandied about in the A...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
Based on research that studied the challenges and difficulties faced by students taking games studie...
In this paper, we will present findings from the first twelve months of a research and development p...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Increasingly prevalent educational discourses promote the use of video games in schools and universi...
The following paper examines how adolescent gamers’ experiences reveal the complex learning systems ...
In his article The Meaning and Relevance of Video Game Literacy Jeroen Bourgonjon argues that vide...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
This paper explores how media education principles can be extended to digital games, and whether the...
How do videogame players who are ‘by day’ engaged in formal media and literacy education...
In the last decades, digital games have moved from niche to mainstream. As more people play, talk ab...
The goal of this study is to examine the notion of video game literacy and gaming capital from both ...
This article argues that digital games and school-based literacy practices have much more in common ...
This article argues that digital games and school-based literacy practices have much more in common ...
ABSTRACT The claim that video games are replacing literacy activities that is bandied about in the A...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
Based on research that studied the challenges and difficulties faced by students taking games studie...
In this paper, we will present findings from the first twelve months of a research and development p...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Increasingly prevalent educational discourses promote the use of video games in schools and universi...
The following paper examines how adolescent gamers’ experiences reveal the complex learning systems ...
In his article The Meaning and Relevance of Video Game Literacy Jeroen Bourgonjon argues that vide...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...