In the last decades, digital games have moved from niche to mainstream. As more people play, talk about, and engage with these artifacts, they have become an important part of contemporary cultures, giving rise to game literacy—the set of skills needed to meaningfully engage with video games. While the potentials of game literacy have, to some extent, been already discussed in the literature, we have not adequately discussed the need for a game literacy that problematizes the sociocultural dimensions of gaming, including the hegemonic, exclusionary rationales implicitly disseminated through mainstream gaming. In this chapter, I outline a decolonial model for game literacy, remarking how the reflection about the gaming circuits of production...
This article outlines a model for teaching both computer games and videogames in the classroom for t...
Based on research that studied the challenges and difficulties faced by students taking games studie...
Digital games have the tools and capacity to build interactive worlds that can both share knowledge ...
In the last decades, digital games have moved from niche to mainstream. As more people play, talk ab...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
Games face a crisis of diversity in both their content and in the industry itself. The inequalities ...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
ABSTRACT: This article presents an overview of how the popular “3-Cs” model (creative, critical and ...
In his article "The Meaning and Relevance of Video Game Literacy" Jeroen Bourgonjon argues that vide...
© Cynthia L. Selfe and Gail E. Hawisher, 2007. In What Video Games Have to Teach Us about Learning a...
Digital games are both an exponent and a vehicle of cultural transformation. Not only do they form a...
Digital games are both an exponent and a vehicle of cultural transformation. Not only do they form a...
Digital games are both an exponent and a vehicle of cultural transformation. Not only do they form a...
This article outlines a model for teaching both computer games and videogames in the classroom for t...
Based on research that studied the challenges and difficulties faced by students taking games studie...
Digital games have the tools and capacity to build interactive worlds that can both share knowledge ...
In the last decades, digital games have moved from niche to mainstream. As more people play, talk ab...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
Games face a crisis of diversity in both their content and in the industry itself. The inequalities ...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
ABSTRACT: This article presents an overview of how the popular “3-Cs” model (creative, critical and ...
In his article "The Meaning and Relevance of Video Game Literacy" Jeroen Bourgonjon argues that vide...
© Cynthia L. Selfe and Gail E. Hawisher, 2007. In What Video Games Have to Teach Us about Learning a...
Digital games are both an exponent and a vehicle of cultural transformation. Not only do they form a...
Digital games are both an exponent and a vehicle of cultural transformation. Not only do they form a...
Digital games are both an exponent and a vehicle of cultural transformation. Not only do they form a...
This article outlines a model for teaching both computer games and videogames in the classroom for t...
Based on research that studied the challenges and difficulties faced by students taking games studie...
Digital games have the tools and capacity to build interactive worlds that can both share knowledge ...