Academic literature on the topic 'Video game literacy'
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Journal articles on the topic "Video game literacy"
Stufft, Carolyn J. "Engaging Students in Literacy Practices Through Video Game Book Groups." Literacy Research: Theory, Method, and Practice 67, no. 1 (July 17, 2018): 195–210. http://dx.doi.org/10.1177/2381336918787191.
Full textSteinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (September 2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.
Full textSanford, Kathy, and Leanna Madill. "Critical Literacy Learning through Video Games: Adolescent Boys' Perspectives." E-Learning and Digital Media 4, no. 3 (September 2007): 285–96. http://dx.doi.org/10.2304/elea.2007.4.3.285.
Full textStark, Doug. "Unsettling embodied literacy in QWOP the walking simulator." Journal of Gaming & Virtual Worlds 12, no. 1 (March 1, 2020): 49–67. http://dx.doi.org/10.1386/jgvw_00004_1.
Full textContreras-Espinosa, Ruth S., and Carlos A. Scolari. "How do teens learn to play video games?" Journal of Information Literacy 13, no. 1 (June 2, 2019): 45. http://dx.doi.org/10.11645/13.1.2358.
Full textCunningham, Carolyn. "Girl game designers." New Media & Society 13, no. 8 (June 20, 2011): 1373–88. http://dx.doi.org/10.1177/1461444811410397.
Full textRadtke, Rebekah, Eduardo Santillan-Jimenez, and Margaret Mohr-Schroeder. "Collaboration by Design: Development of a Video Game for Energy Literacy." International Journal of Designs for Learning 11, no. 2 (May 18, 2020): 46–54. http://dx.doi.org/10.14434/ijdl.v11i2.24109.
Full textLawrence, Anne M., and Michael B. Sherry. "How Feedback From an Online Video Game Teaches Argument Writing for Environmental Action." Journal of Literacy Research 53, no. 1 (January 24, 2021): 29–52. http://dx.doi.org/10.1177/1086296x20986598.
Full textKhalid, Tooba, Syeda Hina Batool, Ayesha Khalid, Henna Saeed, and Syed Waqas Hussain Zaidi. "Pakistani students’ perceptions about their learning experience through video games." Library Hi Tech 38, no. 3 (November 15, 2019): 493–503. http://dx.doi.org/10.1108/lht-03-2019-0068.
Full textShliakhovchuk, Elena, and Adolfo Muñoz Garcia. "Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature." Educational Sciences: Theory & Practice 20, no. 1 (January 28, 2020): 40–58. http://dx.doi.org/10.12738/jestp.2020.1.004.
Full textDissertations / Theses on the topic "Video game literacy"
Shliakhovchuk, Olena. "Cultural literacy acquisition through video game environments of a digitally born generation." Doctoral thesis, Universitat Politècnica de València, 2019. http://hdl.handle.net/10251/130848.
Full text[CAT] Els videojocs moderns són complexos, diversos, immersius i molt estesos, i la seva influència en la societat i en les persones és molt profunda. Al principi, els videojocs i els seus impactes van ser demonitzats però amb el temps els estudis van començar a avaluar els seus efectes positius en les competències i habilitats relacionades amb les destreses del segle XXI, entre les quals es troba l'alfabetització cultural. Aquesta tesi segueix aquesta tendència i examina la manera en què els jocs d'entreteniment comercials, els jocs seriosos, els jocs educatius i les simulacions poden ajudar els jugadors en el seu aprenentatge i en l'adquisició de destreses que milloren la seva alfabetització cultural. Una anàlisi de les tendències comunes en les destreses i competències necessàries per tenir èxit en el segle XXI (estudiades per la UNESCO, el British Council, IBM, Google, LinkedIn i el Fòrum Econòmic Mundial) va revelar que per viure en un món VUCA (volàtil , incert, complex i ambigu) cal un model nou i actualitzat de l'alfabetització cultural. Aquesta tesi proposa aquest model. Es va fer una revisió de la literatura recent sobre l'impacte i els resultats dels videojocs. La dita revisió va mostrar que els videojocs poden reforçar o debilitar els estereotips, que ajuden a adquirir coneixements culturals i a desenvolupar l'alfabetització intercultural, l'alfabetització sociocultural, la consciència cultural, l'autoconsciència i l'enteniment cultural de diferents espais geopolítics, i que fins a cert punt faciliten el desenvolupament de les habilitats interculturals. El cor de la tesi és una investigació sobre l'efectivitat dels videojocs en l'abordatge de problemes socials difícils com són els moviments migratoris i la crisi de refugiats. Es van realitzar dos estudis, un quantitatiu i un altre qualitatiu, que van obtenir resultats encoratjadors per als creadors de videojocs d'empatia. Molts participants van informar que van sentir més empatia i menys rebuig cap als immigrants i refugiats, així com una major motivació per ajudar de forma activa a gent necessitada. Es va fer, a més, una enquesta àmplia que va donar a conèixer els gèneres d'entreteniment AAA, els personatges, els elements de joc i les característiques que els nadius digitals troben atractius així com els que troben a faltar i que els agradaria veure en el futur. Les troballes també van confirmar que els jocs no són només una font de diversió, sinó també de molt aprenentatge. L'anglès, les bases de la informàtica, el pensament estratègic, la geografia i la història, el treball en equip, coneixements culturals, el canvi de perspectiva i la creativitat ... tot això s'aprèn i reforça amb els videojocs. Les evidències presentades en aquesta tesi suggereixen que hi ha una demanda per a eines que facilitin l'educació intercultural. El punt culminant d'aquesta tesi és el disseny de Chuzme, un joc educatiu digital que pretén elevar l'autoconsciència (cultural) i el reconeixement del biaix cultural amb la finalitat de generar actituds positives cap als migrants, refugiats i expatriats. En resum, aquesta tesi dóna suport a la idea que els videojocs faciliten l'adquisició de l'alfabetització cultural i aporta proves que els videojocs proporcionen beneficis culturals, socials i comunicatius que esperi animin els professors a integrar activament els videojocs en la seva pràctica docent. Descriptors: investigació sobre videojocs, impacte dels videojocs, comunicació intercultural, aprenentatge basat en jocs, l'alfabetització cultural
[EN] Modern video games are complex, diverse, immersive and pervasive, and their influence on society and people is far-reaching. Video games and their impacts were initially demonised, but over time research started assessing the positive effects of games on competencies and abilities connected to twenty-first-century skills that include cultural literacy. In line with this trend, this thesis examines how entertaining commercial titles, serious games, educational games and simulations can support players in learning and in acquiring skills that enhance cultural literacy. An analysis of the common trends for the skills and competencies needed for success in the twenty-first century ¿studied by UNESCO, the British Council, IBM, Google, LinkedIn, and the World Economic Forum, among other,¿ revealed that living in a VUCA (volatility, uncertainty, complexity and ambiguity) world requires a new, updated model of cultural literacy. This thesis proposes such a model. A review was made of the recent literature on the impact and outcomes of video games, showing that video games can reinforce or weaken stereotypes; help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces; and to some extent also facilitate the development of intercultural skills. The heart of the thesis is an investigation into the effectiveness of video games for tackling difficult social issues such as migratory movements and the refugee crisis. Two studies were conducted one quantitative and the other qualitative that obtained heartening results for producers of empathy video games. Many participants reported feeling more empathy and less rejection towards migrants and refugees, as well as being more motivated to actively help people in need. Additionally, a broad survey revealed the AAA entertainment game genres, characters, and in-game elements and features that digital natives find attractive and those they miss and would like in the future. The findings also confirmed that games produce not only fun but also a great deal of learning. The English language, the basics of informatics, strategic thinking, geography and history, teamwork, cultural knowledge, perspective change, and creativity are all learnt and reinforced during video game play. The evidence presented in this thesis suggests there is a demand for tools facilitating intercultural education. The high point of the thesis is the design of Chuzme, an educational digital game that focuses on raising cultural self-awareness and the acknowledgement of cultural bias in order to generate positive attitudes towards migrants, refugees and expatriates. In summary, this thesis supports the idea that video games facilitate the acquisition of cultural literacy and provides evidence on the cultural, social and communication bene¿ts of gaming that hopefully encourages scholars to actively integrate video games in their teaching practice. Keywords: games studies; intercultural communication, impact of video games, games-based learning, cultural literacy
Shliakhovchuk, O. (2019). Cultural literacy acquisition through video game environments of a digitally born generation [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/130848
TESIS
Breaux, Chet Daniel. "(Don't) Stop Playing That Game: A Rhetorical Analysis of the Video Game Addiction Stereotype." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1067.
Full textCheung, Mei Fung Meily. "The role of video game in the cultivation of literacy : a medium perspective." HKBU Institutional Repository, 2009. http://repository.hkbu.edu.hk/etd_ra/1053.
Full textHost, Mark Ivan. "Final Fantasy X and Video Game Narrative: Re-Imagining the Quest Story." Cleveland, Ohio : Cleveland State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=csu1242246706.
Full textAbstract. Title from PDF t.p. (viewed on June 11, 2009). Includes bibliographical references (p. 42-44). Available online via the OhioLINK ETD Center. Also available in print.
Bebbington, Sandra. "A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers." Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31699.
Full textLindström, Frida. ""Spela och lär" : En kvalitativ studie om sociala interaktioner, lärande och tv-spelskunnighet." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80470.
Full textVideo games are something a significant portion of the population spend a lot of time playing. Today, video games aren’t something people solely play in their spare time, but also something played professionally. Some aspects of video games have been researched, however a few unexplored areas still appear to exist. The aim of this study was to describe and discuss interaction rituals in relation to “video game literacy” through examining how individuals describe how they’ve learned to play video games, as well as through discussing how playing video games can be considered an interaction ritual. This essay has utilized a qualitative approach with semi-structured interviews as the method for gathering empirical data. The results from this study suggest that the playing of video games together can be considered a form of interaction ritual, if the interaction contains certain elements. Furthermore, the study showed that it is possible for individuals to develop their understanding of video games through participating in these types of interactions, however it is also possible for individuals to increase their knowledge individually.
Bassenge, Leoni. "Making Room for Play : A play-centric workshop proposal for increasing girls' game literacy and access to games." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-449565.
Full textDetta arbete tittar på könsspecifika ojämlikheter vad gäller tillgång till videospel som finns mellan manliga och icke-manliga ungdomar. I undersökningen föreslås en konceptuell workshop som heter SpielRaum, som siktar på att ge tonåringar som tillhör marginaliserade könsgrupper en säker miljö för att därmed göra videospel mer tillgängliga. Genom att samla spel för fritt spelande och kombinera guidade diskussioner med självreflekterande övningar, hoppas workshopen kunna ge ökad kunskap om spel på ett spelfokuserat sätt. Detta gör att den skiljer sig från andra workshop-miljöer för icke-manliga tonåringar, vilket även behandlas i arbetet. Vad som upptäcktes var att de tenderar att varautvecklingsorienterade. Under arbetet med workshop-designen sattes skillnaderna runt speltillgänglighet i fokus: det fastställdes att implicit och explicit uteslutning av icke-manliga spelare leder till en ond cirkel av icke-deltagande och icke-representation. Detta bidrar sedan till den sociala uppfattningen att spel är ett medium för män och att icke-män är missgynnade vad gäller spel. Dessutom är kunskap om spel nödvändigt om man ska kunna delta i spel, och kan användas som ett sätt att försvara sig själv mot marginaliserande innehåll i spel. Detta är anledningen till att SpielRaum siktar på att öka icke-mäns medvetenhet för sin egen marginalisering och för att visa att de kan delta i spelvärlden utan att be om lov först.
Ware, Nicholas R. "“You Must Defeat Shen Long To Stand A Chance”: Street Fighter, Race, Play, and Player." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1277062605.
Full textKuechenmeister, Bobby James. "Answering the Call of Duty: Composition Pedagogy Problems, Multimodal Solutions, and Gaming Literacies." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308242965.
Full textSchirmer, James Robert. "Acquiring Literacy: Techne, Video Games and Composition Pedagogy." Bowling Green State University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1211307417.
Full textBooks on the topic "Video game literacy"
Good video games and good learning: Collected essays on video games, learning, and literacy. New York: P. Lang, 2007.
Find full textNarrative pleasures in young adult novels, films, and video games. New York: Palgrave Macmillan, 2011.
Find full textHawkeye Collins & Amy Adams in the case of the video game smugglers & 9 other mysteries. New York: Meadowbrook Press, 2012.
Find full textWordplay and the discourse of video games: Analyzing words, design, and play. New York: Routledge, 2012.
Find full text1950-, Allen Kate, ed. Reading Japan cool: Patterns of manga literacy and discourse. Lanham, Md: Lexington Books, 2009.
Find full textVirtual literacies: Interactive spaces for children and young people. New York, NY: Routledge, 2012.
Find full textBook chapters on the topic "Video game literacy"
Kringiel, Danny. "Learning to Play: Video Game Literacy in the Classroom." In Computer Games and New Media Cultures, 633–46. Dordrecht: Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_40.
Full textPervolaraki, Ioanna-Ersi, Emmanouel Garoufallou, Rania Siatri, Georgia Zafeiriou, and Sirje Virkus. "How Can Video Games Facilitate Information Literacy?" In Communications in Computer and Information Science, 339–49. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-28197-1_35.
Full textHunter, E. B. "Building Video Game Adaptations of Dramatic and Literary Texts." In Research Methods for the Digital Humanities, 173–94. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96713-4_10.
Full textFrancuski, Boško. "The Influence of Video Games on Literary Works: Culture and/or Science." In CLIMB. Culture, Language, Literary, Translation, Library and Information Studies, Teaching Methodology and Book History, 315–36. Београд: Универзитет у Београду, Филолошки факултет, 2017. http://dx.doi.org/10.18485/climb.2017.5.2.ch23.
Full textZhang, Lu, and Junjie Shang. "How Video Games Enhance Learning: A Discussion of James Paul Gee’s Views in His Book What Video Games Have to Teach Us About Learning and Literacy." In Lecture Notes in Computer Science, 404–11. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20621-9_34.
Full text"Video-Game Literacy: A Literacy of Expertise." In Handbook of Research on New Literacies, 653–88. Routledge, 2014. http://dx.doi.org/10.4324/9781410618894-37.
Full textAbrams, Sandra Schamroth. "The Dynamics of Video Gaming." In Digital Literacy, 684–97. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-1852-7.ch035.
Full textIbrahim, Karim Hesham Shaker. "Video Game-Based L2 Learning." In Assessing the Effectiveness of Virtual Technologies in Foreign and Second Language Instruction, 216–37. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7286-2.ch009.
Full text"Gaming Literacy: Game Design as a Model for Literacy in the Twenty-First Century." In The Video Game Theory Reader 2, 45–54. Routledge, 2008. http://dx.doi.org/10.4324/9780203887660-7.
Full textSanford, Kathy, Timothy Frank Hopper, and Jamie Burren. "Exploring Complex Intertextual Interactions in Video Games." In Advances in Multimedia and Interactive Technologies, 108–28. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0477-1.ch007.
Full textConference papers on the topic "Video game literacy"
Boltovskaya, A. V. "CONCEPTUAL METAPHOR «VIDEO GAME ADDICTION IS STORM» IN THE TEXT OF A BOOK ON VIDEO GAME." In ACTUAL PROBLEMS OF LINGUISTICS AND LITERARY STUDIES. Publishing House of Tomsk State University, 2020. http://dx.doi.org/10.17223/978-5-94621-901-3-2020-24.
Full textCampelo, Alexandre Monte, and Larry Katz. "Physical Literacy Promotion in Older Adults Using Active Video Gaming: A Sense of Presence and Attitudes Towards Exercise." In 2018 IEEE Games, Entertainment, Media Conference (GEM). IEEE, 2018. http://dx.doi.org/10.1109/gem.2018.8516546.
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