Beyond Bait: Video Games and LiteracyMaggie HommelUniversity of Illinois at Urbana-Champaign
This will not be about:
Will be about:
Why Librarians Should Care…97% of U.S. teens 12-17 play video gamesSource: Pew Research, “Teens, Video Games and Civics” 2008
Why Librarians Should Care…87% of 8-18 year-olds have a game console in their home8-10 year old boys are the biggest gamers- 73% play on any given day
Why Librarians Should Care…PEW Research Center, “Adults and Video Games”
Why Librarians Should Care…Could video games be good for the brain and cognitive development?James Paul GeeEric Klopfer, MITMarc Prenksy
Why Librarians Should Care
Why Librarians Should Care…
Video Games = Bait?
Or something more…
Not All Games Are Alike…Complex Games Simple or Mini-Games
Defining Literacy Read & Write (functional)Comprehension Discuss / Write AboutFlowCritique /AnalyzeVideo games can enhance at each level
Defining LiteracyMultimodal
Defining LiteracySocial
Defining LiteracySituated
Defining LiteracyTechnical
Video Games and LiteracyContent vs. Critical Learning282 x 2 x 2 x 2 x 2 x 2 x 2 x 2
Video Games and LiteracySemiotic Domains in video gamesText is essentially a set of symbols that readers decodeAll symbols are embedded in specific “domains”Imagine reading a rule book about basketball without ever seeing, playing, or hearing about a game
Video Games and LiteracyDesign Grammars
Video Games and LiteracyVideo games teach how to learn, navigate, and interpret semiotic domains
Video Games and LiteracyIntertextuality
Video Games and LiteracyTransfer
Video Games and LiteracyAre Video Games Narrative?Yes: embedded storiesNo: stories peripheral
Video Games and LiteracyBooks vs. Video GamesSource: Johnson, Steven. Everything Bad is Good For You (2005)
Video Games and LiteracyEmbodied ExperienceVideo Games and LiteracyNarrative DesireVideo Games and LiteracyStories IN Games	Stories ABOUT Games
Video Games and LiteracyAASL 21st Standards for the 21st Century Learner
Video Games and Literacy
Real Game ExamplesMyst (rated Everyone)http://www.youtube.com/watch?v=J8npW85PW0s
Real Game ExamplesFinal Fantasy XII (rated Teen)http://www.youtube.com/watch?v=SCJJALqGQHM&feature=PlayList&p=977479D95F542BBF&index=2
Real Game ExamplesUncharted 2: Among Thieves (Teen)http://www.youtube.com/watch?v=69EBDlnDw2k
Real Game ExamplesPortal (Teen, Part of Orange Box)http://www.youtube.com/watch?v=TluRVBhmf8w
Library ApplicationsWofford College Shared Worlds
http://sharedworlds.wofford.eduLibrary ApplicationsFan Fiction @ Englewood Public Library (CO)
http://eplcoolcafe.wordpress.com/tag/fan-fiction/Library ApplicationsFree Web 2.0 Tools
http://www.digitalstoryteller.org/
http://www.voki.com/Library ApplicationsClubs and Discussion Groupshttp://www.etc.cmu.edu/etcpress/node/279
Questions?Maggie Hommelmhommel2@uiuc.edu
Beyond Bait: Video Games and Literacy

Beyond Bait: Video Games and Literacy

Editor's Notes

  • #27 Have to recognize what games are to utilize them effectively.These ideas come from Everything Bad is Good for You by Steven Johnsonis not to say that these are opposites, one is better than another – I’m just trying to compare and contrast how video games work vs. how books work.Games reward the pleasure-centers of the brain with rewardsGames are less like books and more like story problems (or logic puzzles)